Would anyone be able to tell me how I might set up a unit so that it transfers a certain amount of health from its self to allies within a certain radius each search period? I'm trying to have it lose health proportional to the amount of health replaced so the more damaged friendlies within the radius the faster my unit will run out of health (one point of damage healed means one point of health lost for this unit).
My current setup just has a behavior that applies a regeneration buff each period to friendly units within the search area.
Buff with periodic search effect (each 5 seconds maybe)
search effect -> persistant effect (periodic phase duration set to 1 second)
persistant effect (Init effect: add buff counter, final effect: remove buff counter) -> Set effect
Set effect -> Modify unit (caster -1 hp and target +1 hp)
the persistant effect has a periodic validator (target healed or caster low life, which will cancel the whole thing).
the count buff is not needed, only if there is a maximum of target units (also need a validator on the search effect to not target the same unit again)
Ok i made a little map to make sure my suggestion works. Here the thing - approach with Create Healer Effect is a bit better cuz you can easier modify fraction, rate and improve it with upgrades. Look in Create Healer's "Drain Vital Cost Factor". This defines what fraction of caster's health is transfered to wounded unit, so if you set it to 0.5 for example, caster will loose 5 health for each 10 health healed. Next important thing: "Recharge Vital Rate" field define points per second healed, BUT it will be valid only for 0.0625 sec period. if you will change this period to something higher you will need to scale this crap manualy with calculator :). ALSO Very important, that Create Healer effect doesn't work as Create Persistent if it is fired from another Create Persistent Effect, so it doesn't persist actually, but got fired just once as any regular effect. So the Period duration for this create healer must be defined in your initial Create Persistent effect (in my map called Marauder Caster Persistent)
Anyway you can choose between this and behaviour approach as you like.
Does this mean add a value for Effect: Period Durratoins + that = 1 second under the 'Create Persistent' effect? There's no field named "periodic phase duration".
Does this mean add a value for Effect: Period Durratoins + that = 1 second under the 'Create Persistent' effect? There's no field named "periodic phase duration".
What validator type do I use for the "periodic validator"? How would I set it up? I'm still very unfamiliar with validators.
the validators would check if the target unit has full health (compare unit vitals -> health fraction != 1) and check if the healer has low health (unit vitals -> health fraction >= 0.05, this will check if the healer has more than 5% of its total hp)
Buff with periodic search effect (each 5 seconds maybe)
search effect -> persistant effect (periodic phase duration set to 1 second)
persistant effect (Init effect: add buff counter, final effect: remove buff counter) -> Set effect
Set effect -> Modify unit (caster -1 hp and target +1 hp)
the persistant effect has a periodic validator (target healed or caster low life, which will cancel the whole thing).
the count buff is not needed, only if there is a maximum of target units (also need a validator on the search effect to not target the same unit again)
I tried this but no healing happens in the target area. Anyone have any guesses why that might be? I haven't set up any validators yet either.
create a new trigger for debug reasons:
event: UI- effect used
actions: UI- text (triggering effect - caster)
UI- text (triggering effect target)
now you will see if the registered effect is executed or not. so you can track down which effect of the effect chain is not applied and if it is applied from which unit to which unit.
Would anyone be able to tell me how I might set up a unit so that it transfers a certain amount of health from its self to allies within a certain radius each search period? I'm trying to have it lose health proportional to the amount of health replaced so the more damaged friendlies within the radius the faster my unit will run out of health (one point of damage healed means one point of health lost for this unit).
My current setup just has a behavior that applies a regeneration buff each period to friendly units within the search area.
I followed OneTwoSC's Healing Fountain Tutorial https:www.youtube.com/watch?v=rafqhgvaOEs to the setup I have so far:
Behaviors:
Effects
Unit
Hey man, if i got it right u can use medic heal and just change cost from energy to health.
i would do it different.
Buff with periodic search effect (each 5 seconds maybe)
search effect -> persistant effect (periodic phase duration set to 1 second)
persistant effect (Init effect: add buff counter, final effect: remove buff counter) -> Set effect
Set effect -> Modify unit (caster -1 hp and target +1 hp)
the persistant effect has a periodic validator (target healed or caster low life, which will cancel the whole thing).
the count buff is not needed, only if there is a maximum of target units (also need a validator on the search effect to not target the same unit again)
@EntityEnigma: Go
Ok i made a little map to make sure my suggestion works. Here the thing - approach with Create Healer Effect is a bit better cuz you can easier modify fraction, rate and improve it with upgrades. Look in Create Healer's "Drain Vital Cost Factor". This defines what fraction of caster's health is transfered to wounded unit, so if you set it to 0.5 for example, caster will loose 5 health for each 10 health healed. Next important thing: "Recharge Vital Rate" field define points per second healed, BUT it will be valid only for 0.0625 sec period. if you will change this period to something higher you will need to scale this crap manualy with calculator :). ALSO Very important, that Create Healer effect doesn't work as Create Persistent if it is fired from another Create Persistent Effect, so it doesn't persist actually, but got fired just once as any regular effect. So the Period duration for this create healer must be defined in your initial Create Persistent effect (in my map called Marauder Caster Persistent)
Anyway you can choose between this and behaviour approach as you like.
@FunkyUserName: Go
Thanks for the reply! Just wanted to double check a few things:
Does this mean add a value for Effect: Period Durratoins + that = 1 second under the 'Create Persistent' effect? There's no field named "periodic phase duration".
Also This:
What is a buff counter?
For
What field do i add the -1 and +1 values to? Cost? Vitals?
What validator type do I use for the "periodic validator"? How would I set it up? I'm still very unfamiliar with validators.
yes
a behaviour with stacks that allows you to count how many units are targeted
modifyUnit vital array
the validators would check if the target unit has full health (compare unit vitals -> health fraction != 1) and check if the healer has low health (unit vitals -> health fraction >= 0.05, this will check if the healer has more than 5% of its total hp)
I tried this but no healing happens in the target area. Anyone have any guesses why that might be? I haven't set up any validators yet either.
@EntityEnigma: Go
create a trigger with Effect - event and check which effects are executed (also display caster and target of the effect)
@EntityEnigma: Go
Open your eyes, turn on your brain and look into map provided to u by abvdzh. And don't listen to FunkyUserName.
@Markus_13: Go
you have to explain that a bit more
@Markus_13: Go
That map has HotS assets and I unfortunately can't run it.
I also have absolutely no understanding of triggers. Is there anyone who can explain:
@EntityEnigma: Go
create a new trigger for debug reasons:
event: UI- effect used
actions: UI- text (triggering effect - caster)
UI- text (triggering effect target)
now you will see if the registered effect is executed or not. so you can track down which effect of the effect chain is not applied and if it is applied from which unit to which unit.
@EntityEnigma: Go
Resaved for WoL. Effects r same anyways.
Thx very much guys. I think I got it from here!