Hi, I want to make an ability that casts a void prison like shield around my hero, which stops all missiles that get in it from moving, the missiles have to still exist so that after 10 seconds or so are up, they all hit the target. The it's kind of supposed to be a last resort ability from the hero unit, if it gets low health, you will use it to stop missiles from hitting you, so you can get 10 more seconds of melee damage in, or enough time to get the healing hero in range to heal up. I'd love to know how I would go about making this, I know how to get the shield around the unit, I know how to make it stop unit movement, but I don't know how to stop missiles, and units aren't supposed to be affected.
Check how Defense Drone is done. Create a buff that executes Search Area effect periodically. This search area should apply (make sure to check "missile" in filters") another effect that will add a slowing buff to each missile around. I'm not sure if setting movement speed to 0 will work on missiles, so you can always set time scale to 0.01, effect will be the same. Now only add this buff to your unit when shield is active.
the "time scale 0.01" works, but it works a bit too good, since it also slows the duration of itself. What I am trying to do is make a stack of time scale 0.01, which slows it down to my desiered point, only problem it, the missiles don't stop being slow after 0.01 seconds after the time field is gone, they last 0.01x100^(number of stacked) which is pretty fucking long. How do I make it stay at 0.01 after it's gone, but have the stack same slow effect as, lets say, 30 stacked?
If I understand correctly you need to create search effect that will remove the behavior and will be triggered after ability buff expires. For the second part I think that changing max stacks to 1 should do.
This is very interesting ability, I'll try to do it myself and I will provide you with an example if I succeed.
no, max stack one does not do, max stack 5 does, but that still is 100^5 which is more tan long. So, I need to add a (remove behavior)effect that triggers after the shild stops that removes buffs? that shouldn't be too hard, I'll give it a try.
Huh, you are right. It has. I cannot explain that, everything is as it should be...
It tends to be in the upper right part of the circle but not only there. I will try to play with it later but I have no idea what might be wrong...
screw this. I did everything I could, made a time slow field, a thing that removes the buff once the shield stops a thing that slows them and it still doens't work, the missiles that approach from a certain angle seem to be stopped, but then teleport into the hero instantly, I am not a fan. Iss there a way I cn just make it so the attacks don't hurt him for ten secs and then he gets all of them at once? without actually stopping the missiles, doesn't look as cool, but whatever
Hi, I want to make an ability that casts a void prison like shield around my hero, which stops all missiles that get in it from moving, the missiles have to still exist so that after 10 seconds or so are up, they all hit the target. The it's kind of supposed to be a last resort ability from the hero unit, if it gets low health, you will use it to stop missiles from hitting you, so you can get 10 more seconds of melee damage in, or enough time to get the healing hero in range to heal up. I'd love to know how I would go about making this, I know how to get the shield around the unit, I know how to make it stop unit movement, but I don't know how to stop missiles, and units aren't supposed to be affected.
Any help appreciated.
Check how Defense Drone is done. Create a buff that executes Search Area effect periodically. This search area should apply (make sure to check "missile" in filters") another effect that will add a slowing buff to each missile around. I'm not sure if setting movement speed to 0 will work on missiles, so you can always set time scale to 0.01, effect will be the same. Now only add this buff to your unit when shield is active.
@maticpl: Go
Okay, I was thinking to do it more like the timewarp ability, but what you said will probably work just fine gonna test it out, BRB
I'm sorry for being such a noob, how do I set time scale with a buff behavior?
@PillowFort: Go
No problem mate, we all are here to learn.
Go to Behavior: Modification
Unit (from the top buttons)
Scroll down
Time scale <0.01 .. 10> is right next to Supplies.
@maticpl: Go
thanks.
Read this thread too.
http://www.sc2mapster.com/forums/development/data/57149-odd-search-area-behavior-whilst-recreating-the-alpha/#p7
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
@maticpl: Go
the "time scale 0.01" works, but it works a bit too good, since it also slows the duration of itself. What I am trying to do is make a stack of time scale 0.01, which slows it down to my desiered point, only problem it, the missiles don't stop being slow after 0.01 seconds after the time field is gone, they last 0.01x100^(number of stacked) which is pretty fucking long. How do I make it stay at 0.01 after it's gone, but have the stack same slow effect as, lets say, 30 stacked?
Reduce the missile move speed instead of the timescale?
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
how do I reduce missile movement, movement speed doesn't seem to work.
@PillowFort: Go
If I understand correctly you need to create search effect that will remove the behavior and will be triggered after ability buff expires. For the second part I think that changing max stacks to 1 should do.
This is very interesting ability, I'll try to do it myself and I will provide you with an example if I succeed.
@maticpl: Go
no, max stack one does not do, max stack 5 does, but that still is 100^5 which is more tan long. So, I need to add a (remove behavior)effect that triggers after the shild stops that removes buffs? that shouldn't be too hard, I'll give it a try.
@PillowFort: Go
Yeah, you're right. Max stack shouldn't be set to 1.
Check out attached map if you are still experiencing problems.
Quite nice ability to make in this calm afternoon, thanks!
Regards
Matic
@maticpl: Go The ability has a dead spot which seems to varry, I have yet to find a pattern, but it does have a dead spot, but thank you anyway.
@PillowFort: Go
Huh, you are right. It has. I cannot explain that, everything is as it should be...
It tends to be in the upper right part of the circle but not only there. I will try to play with it later but I have no idea what might be wrong...
@maticpl: Go
Zetal has the same problem and made a thread about it, no solution.
At least I offered a potential workaround.
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
I guess, but I am bad at the editor.
screw this. I did everything I could, made a time slow field, a thing that removes the buff once the shield stops a thing that slows them and it still doens't work, the missiles that approach from a certain angle seem to be stopped, but then teleport into the hero instantly, I am not a fan. Iss there a way I cn just make it so the attacks don't hurt him for ten secs and then he gets all of them at once? without actually stopping the missiles, doesn't look as cool, but whatever
Tied adding a buff with an enumerate area validator to the missile ammo units that slows them?
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