I'm trying to make a new ability for my Hive Keeper map that allows a unit to charge a point dealing damage and pushing back nearby creatures while moving.
[Validator] Min charge distance: Unit Compare Order Target Range (Move, Greater Then, 1, Unit: target, Other unit: unknown)
So the charge goes well, the unit starts to move to the target position and the speed buff is added.
I would like to remove the buff when the unit gets near his target point, however the validator for the min charge distance doesn't seem to work. The targer range results always in 0, in fact the behavior is added and removed instantly (I can barely see the icon).
How can I fix this validator? I copied the zealot charge thing but I changed the comparison ability from Attack to Move.
I got a very similar ability of mine to work with a Location Range validator with Compare = Greater Than, Range = 0.1 and Target Location - Effect = my set effect
I gave the charge ability (effect - target) a finish time of 5 seconds so the unit can't do anything until the charge is complete (Ability: Uninterruptable+ = Finish).
However the charge usually should be complete before these 5 seconds (it depends on range) so I'm trying to make the charge cancellable. Doing that I should be able to use an issue order effect on the unit to stop the charge and regain control of the unit.
However I'm not able to add the cancel button to my charge, does it work only on channeled persistent effects?
In fact what I'm using is not the channel but the finish fase of the ability. In the Ability: Cancelable+ I added all the phases but it seems it doesn't work :|
The finish phase of an ability is the time after using the effect before the ability is known as finished (eg. the thor retracting it's guns after using the barrage ability). Cancel only applies to phases before the effect is used. Rather make a seperate ability button appear that interrupts the other ability's buffs/effect (eg. through a counter buff that a Unit Compare Behavior Count validator uses on the effects/behaviours).
Yeah I supposed the finish phase was the problem.
I don't get your solution though. I actually don't need to interrupt the unit buff, it's actually already removed. I just need to make the unit stop the charge and be controllable again.
Now with the finish fase of 5 seconds is uncontrollable until this time ends. I would like simply to interrupt the ability when the point is reached but I don't know how to do it.
Channeling seems to work only with create persistent effects and I don't know how to use one of these for a charge, sounds weird :|
Any other solution would be ok!
You could give the unit another ability that removes the buff and issues a stop order and have this ability only enabled (and visible) while the unit is charging.
The buff is already removed correctly thanks to your first suggestion on the validator, however I tried with the stop command and it doesn't work. It's probably because the finish phase can't be stopped :|
I'm actually using an effect that triggers when the behavior is removed.
I should probably get rid of this finish phase, any other idea?
Yey, I disabled the ability with a behavior and it worked :D
Not the best way to do it but quite effective, however I must say I had to raise the duration of the behavior at least at 0.1 seconds or it didn't work :D
Ok I'm back on this ability.
My problem is now to damage each target in the charge area only once.
I'm using a periodic effect on the charging unit (caused by a behavior) but it causes the damage to be dealt more then once on the same units, depending on the exposition time to the charge area.
To fix that I'm actually giving a temporary behavior to the hit units so they can't be hit more then once by the charge damage, however this method doesn't allow to stack the same charge effect coming from more than one unit charging.
Is there a better way to block this?
You execute an effect periodically by a behavior, yes? Markers won't work in this case, but you can try to use a persistent effect executing the other effect periodically and let this persistent apply the markers.
Yey, I disabled the ability with a behavior and it worked :D
Not the best way to do it but quite effective, however I must say I had to raise the duration of the behavior at least at 0.1 seconds or it didn't work :D
Stopping a unit from executing an ability worked nicely for me by using the Pause Unit trigger action. Just pause and unpause straight away (possibly reacting to some dummy effect), without any delay.
The interval usually should be a multiple of 0.0625 to be accurate, since every other value will be rounded anyway.
I'm trying to make a new ability for my Hive Keeper map that allows a unit to charge a point dealing damage and pushing back nearby creatures while moving.
So here is what I did:
[Ability] Charge: Effect target ([Effect] Charge - set)
[Effect] Charge - set:
->[Effect] Charge (Buff): Add Behavior ([Behavior] Charge)
->[Effect] Charge (Move): Issue Order (Move)
[Behavior] Charge:
->Adds 100% speed
->Validators - Remove: [Validator] Min charge distance
[Validator] Min charge distance: Unit Compare Order Target Range (Move, Greater Then, 1, Unit: target, Other unit: unknown)
So the charge goes well, the unit starts to move to the target position and the speed buff is added.
I would like to remove the buff when the unit gets near his target point, however the validator for the min charge distance doesn't seem to work. The targer range results always in 0, in fact the behavior is added and removed instantly (I can barely see the icon).
How can I fix this validator? I copied the zealot charge thing but I changed the comparison ability from Attack to Move.
@Bibendus: Go
I got a very similar ability of mine to work with a Location Range validator with Compare = Greater Than, Range = 0.1 and Target Location - Effect = my set effect
@peranzormal: Go Yeee it works :P
Now the following problem.
I gave the charge ability (effect - target) a finish time of 5 seconds so the unit can't do anything until the charge is complete (Ability: Uninterruptable+ = Finish).
However the charge usually should be complete before these 5 seconds (it depends on range) so I'm trying to make the charge cancellable. Doing that I should be able to use an issue order effect on the unit to stop the charge and regain control of the unit.
However I'm not able to add the cancel button to my charge, does it work only on channeled persistent effects?
In fact what I'm using is not the channel but the finish fase of the ability. In the Ability: Cancelable+ I added all the phases but it seems it doesn't work :|
The finish phase of an ability is the time after using the effect before the ability is known as finished (eg. the thor retracting it's guns after using the barrage ability). Cancel only applies to phases before the effect is used. Rather make a seperate ability button appear that interrupts the other ability's buffs/effect (eg. through a counter buff that a Unit Compare Behavior Count validator uses on the effects/behaviours).
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@DrSuperEvil: Go
Yeah I supposed the finish phase was the problem.
I don't get your solution though. I actually don't need to interrupt the unit buff, it's actually already removed. I just need to make the unit stop the charge and be controllable again.
Now with the finish fase of 5 seconds is uncontrollable until this time ends. I would like simply to interrupt the ability when the point is reached but I don't know how to do it.
Channeling seems to work only with create persistent effects and I don't know how to use one of these for a charge, sounds weird :|
Any other solution would be ok!
@Bibendus: Go
You could give the unit another ability that removes the buff and issues a stop order and have this ability only enabled (and visible) while the unit is charging.
The buff is already removed correctly thanks to your first suggestion on the validator, however I tried with the stop command and it doesn't work. It's probably because the finish phase can't be stopped :|
I'm actually using an effect that triggers when the behavior is removed.
I should probably get rid of this finish phase, any other idea?
Apply a buff that disables movement?
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@DrSuperEvil: Go
It doesn't seem a legit way to do it xD
Why there is no a simple way to just stop an ability?
Use a buff to disable the ability then?
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@DrSuperEvil: Go
Can I disable directly an ability or just an ability category?
Yey, I disabled the ability with a behavior and it worked :D
Not the best way to do it but quite effective, however I must say I had to raise the duration of the behavior at least at 0.1 seconds or it didn't work :D
Individual abilities, categories and alot more:
http://www.sc2mapster.com/wiki/galaxy/data/behaviors/buff/
I find 0.03 usually works
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Ok I'm back on this ability.
My problem is now to damage each target in the charge area only once.
I'm using a periodic effect on the charging unit (caused by a behavior) but it causes the damage to be dealt more then once on the same units, depending on the exposition time to the charge area.
To fix that I'm actually giving a temporary behavior to the hit units so they can't be hit more then once by the charge damage, however this method doesn't allow to stack the same charge effect coming from more than one unit charging.
Is there a better way to block this?
Please look at the mutalisk glaive attack which uses markers. Especially the No Markers validator.
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have you found a solution for this? if you did please do explain. I am having a similar problem myself.
I heard markers dont work if a behavior is used to create a periodic effect, or am I wrong?
It seems you are right because today I tried with markers and they didn't work.
It may be a problem caused by the persistent effect then :(
@Bibendus: Go
You execute an effect periodically by a behavior, yes? Markers won't work in this case, but you can try to use a persistent effect executing the other effect periodically and let this persistent apply the markers.
Stopping a unit from executing an ability worked nicely for me by using the Pause Unit trigger action. Just pause and unpause straight away (possibly reacting to some dummy effect), without any delay.
The interval usually should be a multiple of 0.0625 to be accurate, since every other value will be rounded anyway.
Set Augment Ability to Point
Two days short of two years ago how ironic.
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