Hey everyone,
I'm trying to customize the current Stalker Blink ability to work like the Blink used in Warcraft 3. The Stalker Blink seems to work in the following fashion: it requires vision of the target location to blink, but does not require that that location be explored. After all, why would it if you can already see that area? The blink I want, however, is the opposite: it does not require vision of the area at the time of casting the blink ability, but it does require that the area has been explored. My progress so far is that I removed the target filter "Visible" which solves the problem of blinking to a location that isn't currently visible, but it also allows the unit to blink to unexplored areas.
I could not find a flag that checks for explored, nor could I employ my usual backup plan when the data editor is being difficult: fixing it with triggers. This leads me to believe that there is something my limited knowledge of the data editor has missed. If anyone knows any way this is possible, please let me know!
To be honest, I'm not quite sure the difference between black mask and grey mask, they both look dark in areas that haven't been explored yet. Any by explored I mean this: Say you have a unit in the top right corner of a map. At this point all of the map appears dark except the part the unit occupies. Then say the unit moves to the bottom right corner of the map. Now the entire left side of the map remains dark, but the top right corner is lighter because it was at one point in the game occupied by a unit of the player, or explored.
And what type of validator should I use? I've never used them before so I'm not quite sure where to look
That is rather upsetting to hear. It seems like it should be something simple, and it was quite common in Warcraft 3. What's with Blizzard and making things that should be quite simple so difficult?
I have looked into this, but I have come across a couple complications. First, I have never really worked with footprints in the data editor and the wiki on Mapster is, unfortunately, not very detailed. The only thing I could find there that's related is the "Masked" check box. Does this work for Grey and Black Mask, or just one? Also, if I were to be able to find a footprint which would solve the problem, where do I apply it? I couldn't find a footprint field in either of the ability or effect sections of the blink.
Sorry for being so difficult, but I have found the data editor to be far too complicated and far less documented than it should be.
@DaBernMon: Go I believe it checks for both grey and black masks, as it is used by structures so workers can build on unexplored terrain. Footprints are given to units, in your case the Placement footprint field. When an ability creates a unit it can check for placement. This way you could make your ability so it does 2 things: create a placeholder unit at the target location and teleports the caster to the target location, so the ability can check for placement and will only work on explored terrain.
Okay I've done what I think should work. I created a custom footprint whose Check Placement field contains a "Masked" flag. I then applied this footprint to the observer's "Pathing Footprint - Placement" field of the "Observer" unit (just a random choice). In the Blink ability, I made an effect set which creates an observer and blinks to the target. When I use the blink ability it moves the unit to the location and creates the observer even if the area has not been explored. Did I set up the footprint incorrectly or is the "Masked" flag not the solution?
Hey everyone, I'm trying to customize the current Stalker Blink ability to work like the Blink used in Warcraft 3. The Stalker Blink seems to work in the following fashion: it requires vision of the target location to blink, but does not require that that location be explored. After all, why would it if you can already see that area? The blink I want, however, is the opposite: it does not require vision of the area at the time of casting the blink ability, but it does require that the area has been explored. My progress so far is that I removed the target filter "Visible" which solves the problem of blinking to a location that isn't currently visible, but it also allows the unit to blink to unexplored areas.
I could not find a flag that checks for explored, nor could I employ my usual backup plan when the data editor is being difficult: fixing it with triggers. This leads me to believe that there is something my limited knowledge of the data editor has missed. If anyone knows any way this is possible, please let me know!
I didn't exactly understand what you mean by "exploring"? Are you using Black Mask or Grey Mask in your map?
If you choose:
"Stalker - Blink (Teleport)" ability there is "Effect: Validators" field that allows you to add and remove requirements.
To be honest, I'm not quite sure the difference between black mask and grey mask, they both look dark in areas that haven't been explored yet. Any by explored I mean this: Say you have a unit in the top right corner of a map. At this point all of the map appears dark except the part the unit occupies. Then say the unit moves to the bottom right corner of the map. Now the entire left side of the map remains dark, but the top right corner is lighter because it was at one point in the game occupied by a unit of the player, or explored.
And what type of validator should I use? I've never used them before so I'm not quite sure where to look
@DaBernMon: Go Grey mask lets you see the terrain, while black mask doesnt. As far as I know there isn't a validator that checks for it.
That is rather upsetting to hear. It seems like it should be something simple, and it was quite common in Warcraft 3. What's with Blizzard and making things that should be quite simple so difficult?
@DaBernMon: Go You coulld try to use a custom footprint as a workaround, because placement check footprints can check for explored/unexplored terrain.
I have looked into this, but I have come across a couple complications. First, I have never really worked with footprints in the data editor and the wiki on Mapster is, unfortunately, not very detailed. The only thing I could find there that's related is the "Masked" check box. Does this work for Grey and Black Mask, or just one? Also, if I were to be able to find a footprint which would solve the problem, where do I apply it? I couldn't find a footprint field in either of the ability or effect sections of the blink.
Sorry for being so difficult, but I have found the data editor to be far too complicated and far less documented than it should be.
@DaBernMon: Go I believe it checks for both grey and black masks, as it is used by structures so workers can build on unexplored terrain. Footprints are given to units, in your case the Placement footprint field. When an ability creates a unit it can check for placement. This way you could make your ability so it does 2 things: create a placeholder unit at the target location and teleports the caster to the target location, so the ability can check for placement and will only work on explored terrain.
Okay I've done what I think should work. I created a custom footprint whose Check Placement field contains a "Masked" flag. I then applied this footprint to the observer's "Pathing Footprint - Placement" field of the "Observer" unit (just a random choice). In the Blink ability, I made an effect set which creates an observer and blinks to the target. When I use the blink ability it moves the unit to the location and creates the observer even if the area has not been explored. Did I set up the footprint incorrectly or is the "Masked" flag not the solution?
Don't mean to be a nuisance here, but I still haven't figured this out, so... bumpski?!