I am making a TD map, so all the creeps need to remember their order to go to the end point. One of my towers applies a behavior that freezes units in place. Is there a way to make the frozen units remember their movement order after the freeze behavior ends?
I assume you're using triggers, so I can't give you any technical advice, since I don't know crap about triggers. But couldn't you just add in a line or whatever that has the move command repeat once every 3 seconds or something? So they get frozen, and they can't move even though the move command keeps repeating, but as soon as they get unfrozen, they'll move.
Havent worked with redirect ability much, but, most likely thats what you want. I would have the behavior initially cast an isssue order effect to redirect.
Another route you can use is have a dummy ability with dummy levels and have the unit use the ability after the buff is up like above. However, specify in triggers based on what level the ability is where its going to go using the trigger based on its current level everytime the ability is used. Have regions change the levels of the ability.
If you still dont understand, try looking at the stimpack ability.
What I use in Sorcerer's Defense is to store the creep's movement target using custom values (one for x and one for y.) I have a damage effect that deals 0 damage called "Signal Creep Stun End" which all stun-type behaviors trigger on expiration, and then a trigger which listens for that effect and re-issues the movement order by looking at the saved custom values to reconstruct the target point.
I think what you suggested will work for my situation, but I'm having trouble making a trigger that fires when the behavior effect on expiration triggers.
Easy solution use a buff and set the Unit - Modification - Time Scale and set the value to 0.01 and adjust the duration accordingly that way the unit is as good as frozen but will move as per norm when the buff wears off
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
tested it with a marine and it doesn't get idle (doesn't trigger the event) when the behavior wears off. don't know how it gets idle while not getting idle^^
I made my freeze behaviors just have a speed and attack multiplier of .01 and a maxmimum speed of .01. The unit can't move but does not lose it's orders
I changed the max movement speed to 0.0 and the attack speed to 0.01. but now the unit still turns and fires a fires attack.
I tried the timescale but it slowed down the void prison animation as well :(
I am making a TD map, so all the creeps need to remember their order to go to the end point. One of my towers applies a behavior that freezes units in place. Is there a way to make the frozen units remember their movement order after the freeze behavior ends?
I assume you're using triggers, so I can't give you any technical advice, since I don't know crap about triggers. But couldn't you just add in a line or whatever that has the move command repeat once every 3 seconds or something? So they get frozen, and they can't move even though the move command keeps repeating, but as soon as they get unfrozen, they'll move.
Havent worked with redirect ability much, but, most likely thats what you want. I would have the behavior initially cast an isssue order effect to redirect.
Another route you can use is have a dummy ability with dummy levels and have the unit use the ability after the buff is up like above. However, specify in triggers based on what level the ability is where its going to go using the trigger based on its current level everytime the ability is used. Have regions change the levels of the ability.
If you still dont understand, try looking at the stimpack ability.
What I use in Sorcerer's Defense is to store the creep's movement target using custom values (one for x and one for y.) I have a damage effect that deals 0 damage called "Signal Creep Stun End" which all stun-type behaviors trigger on expiration, and then a trigger which listens for that effect and re-issues the movement order by looking at the saved custom values to reconstruct the target point.
Hope that helps.
@RilyStarcraft
I think what you suggested will work for my situation, but I'm having trouble making a trigger that fires when the behavior effect on expiration triggers.
*dig* *dig* necro push.
need the same and can't get rileys suggestion to work. I'm stunning units with the voidprision but need them to keep going
TRIGGER
"event" - unit idles
"action" - CalcPathing (triggering units)
Easy solution use a buff and set the Unit - Modification - Time Scale and set the value to 0.01 and adjust the duration accordingly that way the unit is as good as frozen but will move as per norm when the buff wears off
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
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@SouLCarveRR:
tested it with a marine and it doesn't get idle (doesn't trigger the event) when the behavior wears off. don't know how it gets idle while not getting idle^^
@DrSuperEvil:
going to test this
I made my freeze behaviors just have a speed and attack multiplier of .01 and a maxmimum speed of .01. The unit can't move but does not lose it's orders
Main choice between attack speed and move speed and time scale is how it stacks. Move speed is additive while the others are multiplicatory.
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
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
If you set the maximum movement speed to .01, you don't have to worry about multiplying anything.
I changed the max movement speed to 0.0 and the attack speed to 0.01. but now the unit still turns and fires a fires attack.
I tried the timescale but it slowed down the void prison animation as well :(
@b0ne123: Go
Did you try dialing the attack ability?
dialing?
@b0ne123: Go
Disabling. Sorry, I'm typing this from my phone.
this works :) but setting max movement to 0.0 removes all movement orders too. it is now 0.004
Yeah. On my map, I set it to .01 and it seems to work. Completely disabling move makes unit forget orders.