I'll get right to the point. This hyperdrive ability is divided into 2 parts. The first applies a behavior that modifies speed, acceleration, etc on the caster ship, and the second creates a unit 'exit' at the target point that periodically searches the area and removes the hyperdrive behavior when the caster arrives, which then the effect - final on the hyperdrive behavior will find the exit and destroy it. This map will also have many ships of the same player using the ability at the same time. There is an easier way for just the ability to work properly with movement speed validators on the behavior, but the ability is set up this way for visual FX primarily.
The problem here is that there's no way (that I know of and hence this thread) to distinguish ships from the exits they created, so ships can travel through other ships' exits never reaching their own exit and messing up the other ship path as well. How do I set effects up that only allow a ship to reach and shut down the exit it itself created?
I have no experience with markers but perhaps that's the answer?
Apply a Set effect at the target location that is used to create the exit visual at the point and is used as a frame of reference for a Location Range validator to remove the behaviour when the unit is near. The set then uses the Apply Behavior effect and an Issue Order effect. The behaviour applies flags like uncommandable to stop you clicking elsewhere while the issue order tells the unit to move to the point of the set effect.
You could also use SOp (Forward Vector) to make the exit face relative to the unit heading to it.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
... and is used as a frame of reference for a Location Range validator to remove the behaviour when the unit is near.
This is the part I'm having trouble with. I applied this location range validator to Behaviors: Validators (Remove) on the ability behavior. How do I set up the validator to return false when the unit reaches the range?
You must use the effect field above the value field to use the Set effect as a point of reference. That will allow you to compare the target point of the set effect to the caster. Then set the validator that it only returns true if the caster is greater than a certain distance.
The effect fields above all value fields can use a previous effect in the effect tree as a frame of reference for units/points.
Gents.
I'll get right to the point. This hyperdrive ability is divided into 2 parts. The first applies a behavior that modifies speed, acceleration, etc on the caster ship, and the second creates a unit 'exit' at the target point that periodically searches the area and removes the hyperdrive behavior when the caster arrives, which then the effect - final on the hyperdrive behavior will find the exit and destroy it. This map will also have many ships of the same player using the ability at the same time. There is an easier way for just the ability to work properly with movement speed validators on the behavior, but the ability is set up this way for visual FX primarily.
The problem here is that there's no way (that I know of and hence this thread) to distinguish ships from the exits they created, so ships can travel through other ships' exits never reaching their own exit and messing up the other ship path as well. How do I set effects up that only allow a ship to reach and shut down the exit it itself created?
I have no experience with markers but perhaps that's the answer?
Apply a Set effect at the target location that is used to create the exit visual at the point and is used as a frame of reference for a Location Range validator to remove the behaviour when the unit is near. The set then uses the Apply Behavior effect and an Issue Order effect. The behaviour applies flags like uncommandable to stop you clicking elsewhere while the issue order tells the unit to move to the point of the set effect.
You could also use SOp (Forward Vector) to make the exit face relative to the unit heading to it.
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
I appreciate the reply.
This is the part I'm having trouble with. I applied this location range validator to Behaviors: Validators (Remove) on the ability behavior. How do I set up the validator to return false when the unit reaches the range?
You must use the effect field above the value field to use the Set effect as a point of reference. That will allow you to compare the target point of the set effect to the caster. Then set the validator that it only returns true if the caster is greater than a certain distance.
The effect fields above all value fields can use a previous effect in the effect tree as a frame of reference for units/points.
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
Success. Thanks again.