I want to make an ability pretty similar to medic healing beam.
But with the exception that instead of heal this should apply buff for as long as you are channeling.
I managed to "almost" make it working using create healer effect and periodic effect applying buff, but when the unit is full on health, its impossible to cast it on an unit.
Any ideas?
I wanted my hero to be able to cast it on his own turrets. Its working as intended unless the turrets are on full hp. I dont see any validator which is responsible for this.
Okay, just used Create Persistent effect, set it to channeled(thanks Dr), and using triggers, applies and removes energy degen behavior from the caster and its working properly.
Edit: One more thing, how can i make my caster unit repeat lets say jump(no, not really jump) animation for the duration of the ability? Currently I only know how to make him make the animation once at the beginning.
The problem is, how to loop it. Ive tried several combinations with the settings in the actor event windows, nothing working as intended. Ive also found this http://www.sc2mapster.com/forums/development/map-development/3427-loop-animation-while-channeling/. The same problem, but a solution seems to be using triggers, though it isnt exactly written how to do this. I will try to get the answer in the triggers section of the forum.
So you want to loop unloopable or what? Mb this is what you searching for. You basicaly need to use event AnimDone ->animname " " and start new sequence. Then choose abil stage on which you want to clear animation, for example Abil.Yourabil.SourceFinishStop -> AnimClear " ", or Behaviour.YourBuff.Off -> AnimClear ".."
Also want to mention that animation of some hots effect models not working (for example weather shield). This can be solved by adding global_loop_macro(default) in macro+ field.
Also don't rly get why you using triggers at all for this particular abil. If you want the beam to apply some buff just use your persistant effect (with period duration 0.0625) and -> apply behaviour, set duration of your behaviour to 0.1 and max stack number 1 (default).
Check the sentry beam persistant and it's flags. Probably must use the same. And double check if that rly effect cast and not just your beam remnant, in case you didn't specify beam's actor destruction conditions.
I want to make an ability pretty similar to medic healing beam. But with the exception that instead of heal this should apply buff for as long as you are channeling. I managed to "almost" make it working using create healer effect and periodic effect applying buff, but when the unit is full on health, its impossible to cast it on an unit. Any ideas?
Guess healing abil uses a validator, that filters only damaged units. Remove that validator and it will work on everyone.
As I remember, it also using attribute filter to be only cost on bio units. Guess you don't need it too.
Validators field of effect or autocast validators of the abil is where you can find the validators.
Set the buff to channelled too.
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 wanted my hero to be able to cast it on his own turrets. Its working as intended unless the turrets are on full hp. I dont see any validator which is responsible for this.
Okay, just used Create Persistent effect, set it to channeled(thanks Dr), and using triggers, applies and removes energy degen behavior from the caster and its working properly.
Edit: One more thing, how can i make my caster unit repeat lets say jump(no, not really jump) animation for the duration of the ability? Currently I only know how to make him make the animation once at the beginning.
Have it set to looping and then remove it when the ability/behaviour ends.
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
The problem is, how to loop it. Ive tried several combinations with the settings in the actor event windows, nothing working as intended. Ive also found this http://www.sc2mapster.com/forums/development/map-development/3427-loop-animation-while-channeling/. The same problem, but a solution seems to be using triggers, though it isnt exactly written how to do this. I will try to get the answer in the triggers section of the forum.
Ask Kueken531 or borgdragon, they should be able to answer you quickly.
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
So you want to loop unloopable or what? Mb this is what you searching for. You basicaly need to use event AnimDone ->animname " " and start new sequence. Then choose abil stage on which you want to clear animation, for example Abil.Yourabil.SourceFinishStop -> AnimClear " ", or Behaviour.YourBuff.Off -> AnimClear ".."
@abvdzh, exactly this, got the same answer in the triggers section(http://www.sc2mapster.com/forums/development/triggers/58156-solved-how-to-loop-an-animation/#p3). Dont need triggers.
Also want to mention that animation of some hots effect models not working (for example weather shield). This can be solved by adding global_loop_macro(default) in macro+ field.
Also don't rly get why you using triggers at all for this particular abil. If you want the beam to apply some buff just use your persistant effect (with period duration 0.0625) and -> apply behaviour, set duration of your behaviour to 0.1 and max stack number 1 (default).
I wanted to use triggers only for the animation to loop.
One more thing, i noticed when my targeted unit dies, the caster keeps casting its effect, Does anyone know why, how to remove it?
Check the sentry beam persistant and it's flags. Probably must use the same. And double check if that rly effect cast and not just your beam remnant, in case you didn't specify beam's actor destruction conditions.
Disruption beam have Channeled and Persist until destroyed flags. It didnt work for my case, however the flag Failure solved my problem.