shoots 2 missile out does damage at their impact then does twice as much damage to the target and surrounding units because the 2 missiles come together
Not really what I wanted to do, but at least something.
What it does: Charges the attacked unit up to 5 times, whenever a charged unit comes near to another unit the charges are removed an both units receive 15 damage.
What it should do: It should only react to allies of the charged unit
Why I could not do it: Because "self" in the target filter refers to the High Templar, not to the charged unit -.-
Next one should be "Try to Change\Remove the Select All Warpgates Button". :P It seems to be linked to any Warp Train type ability though, might just be hard-coded. Seems like it would be a challenge, at any rate.
In the Search - Search Filters field of your Search Effect, you would uncheck 'enemy', I think. It's either Enemy or Ally, because I'm not sure exactly who owns the behavior in this case, the unit that is charged (enemy unit) or the source unit(high templar).
Either way, if you want to filter out enemies/allies, you just uncheck the appropriate option in the Filter.
I will make your WDE into a video and post it up for you, and I will fix the search for the video :)
UPDATE: So I'm uploading the vid in a few minutes, I'm converting it right now. Unchecking Ally or Enemy wasn't doing the trick so I unchecked Player and Ally, and it works good. Player refers to one self, and Ally well... to your allies.
I hope you don't mind, I added some Teal Zerglings to the map and made Local Player and Teal Zerglings allies so you can see in the video how it doesn't affect oneself or allies.
About the filter: The owner of the behaviour is the templar : /
I tried your method as well but know there are bugs when a charged allied unit comes near an enemy: It only works when two enemies are near and both of them would be damaged, the charged allied unit would receive no damage. That would make the ability a bit uber in a real game: Just charge all of your units and run into the enemy base xD
It would still make it overpowered, lol. Like if you gave control of your HT to your ally and you just focused on macro... he could coordinate and charge up every one of his units and then just walk into a base :P
Since your own units/the units of your ally would die as well I don´t know if it would be to strong^^
I mean: what do you think is better: A Zealot that deals 75 damage instantly but also loses half of his lives & shields or a healthy, attacking zealot? I´m not sure
Actually you should check the file you posted. The Behavior is set to have a maximum stack count of 10, not 5. That's where I got the #10 when I added the info to the video.
It´s set to 10 because in the search-effect 2 units are picked -> the behavior gets removed 2 times. Because of this each attack adds the behavior 2 times as well.
I'm a bit late, but here's my entry: Void Judgement.
I can't really make a video (if someone else could that'd be great), but basically it fires a beam at the target that causes the target to be immobilized and take damage after a delay. Its a really neat effect, try it!
@aczchef: Go
Launch it from a high-up attachment point and/or set its base height in its Unit entry (default for most missiles is 1.5 afaik)
thx photoloss that was alot easier then i thought
my entry
shoots 2 missile out does damage at their impact then does twice as much damage to the target and surrounding units because the 2 missiles come together
@aczchef: Go
Good stuff!
was pretty simple offset had trouble though couldn't get the second missile to launch from impact but kueken helped me out
Very nice! A very unique weapon :)
Not really what I wanted to do, but at least something.
What it does: Charges the attacked unit up to 5 times, whenever a charged unit comes near to another unit the charges are removed an both units receive 15 damage.
What it should do: It should only react to allies of the charged unit
Why I could not do it: Because "self" in the target filter refers to the High Templar, not to the charged unit -.-
Cool stuff!
Next one should be "Try to Change\Remove the Select All Warpgates Button". :P It seems to be linked to any Warp Train type ability though, might just be hard-coded. Seems like it would be a challenge, at any rate.
@D1000: Go
In the Search - Search Filters field of your Search Effect, you would uncheck 'enemy', I think. It's either Enemy or Ally, because I'm not sure exactly who owns the behavior in this case, the unit that is charged (enemy unit) or the source unit(high templar).
Either way, if you want to filter out enemies/allies, you just uncheck the appropriate option in the Filter.
I will make your WDE into a video and post it up for you, and I will fix the search for the video :)
UPDATE: So I'm uploading the vid in a few minutes, I'm converting it right now. Unchecking Ally or Enemy wasn't doing the trick so I unchecked Player and Ally, and it works good. Player refers to one self, and Ally well... to your allies.
I hope you don't mind, I added some Teal Zerglings to the map and made Local Player and Teal Zerglings allies so you can see in the video how it doesn't affect oneself or allies.
Thanks for the video Borg
About the filter: The owner of the behaviour is the templar : / I tried your method as well but know there are bugs when a charged allied unit comes near an enemy: It only works when two enemies are near and both of them would be damaged, the charged allied unit would receive no damage. That would make the ability a bit uber in a real game: Just charge all of your units and run into the enemy base xD
@D1000: Go
You just filter out Ally and Player in the weapon filters. Now your weapon cannot be used against yourself or allies.
But I want it to be usable against allies ^^
(Making bombs out of allied or own units should be possible, but they should receive damage as well)
/€: Btw, I just read the description of the video: Up to 5 Stacks are possible, not 10
@D1000: Go
It would still make it overpowered, lol. Like if you gave control of your HT to your ally and you just focused on macro... he could coordinate and charge up every one of his units and then just walk into a base :P
@BorgDragon: Go
Since your own units/the units of your ally would die as well I don´t know if it would be to strong^^
I mean: what do you think is better: A Zealot that deals 75 damage instantly but also loses half of his lives & shields or a healthy, attacking zealot? I´m not sure
@D1000: Go
It would work a bit both ways, I do see where your coming from D1000, but I also understand borg's Point of view.
Sorry about no new WDE this week, will leave this one up till next friday.
@D1000: Go
Actually you should check the file you posted. The Behavior is set to have a maximum stack count of 10, not 5. That's where I got the #10 when I added the info to the video.
@BorgDragon: Go
It´s set to 10 because in the search-effect 2 units are picked -> the behavior gets removed 2 times. Because of this each attack adds the behavior 2 times as well.
I'm a bit late, but here's my entry: Void Judgement.
I can't really make a video (if someone else could that'd be great), but basically it fires a beam at the target that causes the target to be immobilized and take damage after a delay. Its a really neat effect, try it!
@RCIX: Go
That looks really cool RCIX, nice effect! And here's your video :)
Thanks! :)