I'm trying to make an ability using the already existing Soul Channel ability that will do no initial damage but will kill the effected enemy unit if that unit kills the caster while the ability is in effect. I'm not really sure how to do this though and either need a link to a tutorial or need some pretty up front explaining.
im nto sure really how this would work with pure data , i would use triggers to kill off the unit .
MAke a dummy ability that you cast on a target , ( abillty type - target , with a apply behaviour effect that applys a DUBMY behaviour (behaviour type - buff ) ( behaviour is is for the buff duration: stats - duration )
and then make triggers : if the caster dies , check if the unit killing caster hass the dummy ability on him , if so kill unit..
i dunno if any 1 else ahs a better way . sorry im not good with triggers so i cant explain the details of the triggers .
if you get this to work id love to see it in action if you have a DEMO map :P . sounds like a fun spell.
Actually, this should be quite possible to do in data as well. You could create a persistent effect on the target unit, use Period Count and Period Duration to define the duration and the precision (Count*Duration = Spell Duration, the higher you choose your count, the more precise it gets in terms of the death time). Then add an effect, which kills the target (most likely, there is a predefined one called Kill or something alike, copy that one) and uses a validator, which checks, if the caster is dead. So the persistent constantly tries to kill the target, but is only allowed to do so by the validator, when the caster is dead.
€ maybe you could also use damage responses, they have an option to only trigger for fatal damage and can execute an effect on the attacker, which would be your kill effect again. You would just need a way to mark the target of your ability, maybe a behavior.
This is something that's very prone to bugs, but without context it's hard to say which ones to care about.
If your map could potentially have a number of units using this "soul channel" ability, then scripting is the only way to make sure it's bug-free.
If your map would only have one unit with this ability, then either of Kueken's suggestions would work fine and would be considerably more efficient than scripting it.
This is something that's very prone to bugs, but without context it's hard to say which ones to care about.
If your map could potentially have a number of units using this "soul channel" ability, then scripting is the only way to make sure it's bug-free.
If your map would only have one unit with this ability, then either of Kueken's suggestions would work fine and would be considerably more efficient than scripting it.
Assuming, caster is killed by any unit is what he wants, and we take my first suggestion, what could possibly malfunction? At first glance, I cannot think of anything (and usually, I am quite good at theorycraft bug finding).
Yeah, I read what he wrote as that he wanted it to specifically kill the affected unit if and only if the affected unit kills the caster. There are a lot of ways that can get dicey with just data.
If the affected unit dies when ANY unit kills the caster, then yeah, it'd be bug-free.
Yeah I realized I needed to modify the move so that if any unit kills caster the unit attached to it with the soul channel will die. I'm not sure if this makes it more difficult or not but it will have to be any unit that kills the caster will trigger the other unit to die. Sry about the confusion hope that clears it up some :)
So basicly you want to create a persistant on the target unit with a validator that the caster is alive (HP >0 or Not Dead attribute) using the Unit Compare Vital or Unit Compare Field validators so that when the caster dies the persistant continues for a moment longer and then kills the target. Probably need the persist until destroyed flag.
I'm trying to make an ability using the already existing Soul Channel ability that will do no initial damage but will kill the effected enemy unit if that unit kills the caster while the ability is in effect. I'm not really sure how to do this though and either need a link to a tutorial or need some pretty up front explaining.
Thank you for any help you can give me :)
im nto sure really how this would work with pure data , i would use triggers to kill off the unit .
MAke a dummy ability that you cast on a target , ( abillty type - target , with a apply behaviour effect that applys a DUBMY behaviour (behaviour type - buff ) ( behaviour is is for the buff duration: stats - duration )
and then make triggers : if the caster dies , check if the unit killing caster hass the dummy ability on him , if so kill unit..
i dunno if any 1 else ahs a better way . sorry im not good with triggers so i cant explain the details of the triggers .
if you get this to work id love to see it in action if you have a DEMO map :P . sounds like a fun spell.
Ok thank, maybe I'll ask about it in the triggers section :)
Actually, this should be quite possible to do in data as well. You could create a persistent effect on the target unit, use Period Count and Period Duration to define the duration and the precision (Count*Duration = Spell Duration, the higher you choose your count, the more precise it gets in terms of the death time). Then add an effect, which kills the target (most likely, there is a predefined one called Kill or something alike, copy that one) and uses a validator, which checks, if the caster is dead. So the persistent constantly tries to kill the target, but is only allowed to do so by the validator, when the caster is dead.
€ maybe you could also use damage responses, they have an option to only trigger for fatal damage and can execute an effect on the attacker, which would be your kill effect again. You would just need a way to mark the target of your ability, maybe a behavior.
This is something that's very prone to bugs, but without context it's hard to say which ones to care about.
If your map could potentially have a number of units using this "soul channel" ability, then scripting is the only way to make sure it's bug-free.
If your map would only have one unit with this ability, then either of Kueken's suggestions would work fine and would be considerably more efficient than scripting it.
From this thread:
From your trigger forum thread:
This is a substantial difference. For data, it is quite hard to detect, which unit is the killing unit. Which one is correct?
Assuming, caster is killed by any unit is what he wants, and we take my first suggestion, what could possibly malfunction? At first glance, I cannot think of anything (and usually, I am quite good at theorycraft bug finding).
@Kueken531: Go
Yeah, I read what he wrote as that he wanted it to specifically kill the affected unit if and only if the affected unit kills the caster. There are a lot of ways that can get dicey with just data.
If the affected unit dies when ANY unit kills the caster, then yeah, it'd be bug-free.
Yeah I realized I needed to modify the move so that if any unit kills caster the unit attached to it with the soul channel will die. I'm not sure if this makes it more difficult or not but it will have to be any unit that kills the caster will trigger the other unit to die. Sry about the confusion hope that clears it up some :)
So basicly you want to create a persistant on the target unit with a validator that the caster is alive (HP >0 or Not Dead attribute) using the Unit Compare Vital or Unit Compare Field validators so that when the caster dies the persistant continues for a moment longer and then kills the target. Probably need the persist until destroyed flag.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
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