...well, sort of. I want to add an attribute into a unit's weapon that (a) administers an effect (easy) and (b) sends a "fan of knives" type of effect out of the targeted unit to 2 random nearby units.
To make this even more complicated:
How do I make it so the secondary targeted units must be between 2 and 6 range from the primary unit?
Attached is a super high quality graphic that explains this spell if I'm not doing it justice.
Might be able to combine 2 distance validators into one for something like that.
If that doesn't work, could always do a search radius 2, apply a behavior tooclose, then do a search radius 6, set validator to has 0 tooclose, if okay then shoot knife with max unit count 2.
I'm actually having trouble a few steps before this. I can't get an effect to go from the target unit and execute a search area that applies a behavior to neighboring units. I tried putting a Search Area effect alongside the damage effect and apply behavior effect in the "Set" of the weapon.... the Damage and Behavior both work, but not the SA :(
Awesome, thanks for the help. Now I'm wrestling with getting an actor to fire from the initial target to the secondary targets, not sure what to put in the actor terms. I tried Effect.[SearchAreaEffect].Start -> Create doesn't work...
You are talking about the missile launch of your knives right, I would definitely be looking at a missile launch effect. If it were me making it, I would likely just duplicate a missile I know works, changes it's model and have my knife ability use that.
well my "knife," in terms of actors, is really just the probe attack actor, so not so much a missile as an electric charge thing (a "beam" i think). I just don't know what the actor "trigger" phrasing would look like to make it work.
I'm not the most experienced with beams either, but you have an initial beam attack actor working right? Why not just duplicate that without the search/knife throw ability?
So you want to have a Effect - Target ability that uses a Set effect which does a Damage effect and a Search Area effect with a target cap of 2 and a TS of random which does a second Damage effect. The second damage effect then has a Combine validator that combines two Location Range validators with the logic of less than x and greater than x - y.
For the beam just use the Damage effect applied by the search or do like the anti missile drones of the raven and have a dummy damage effect for beam animations.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
...well, sort of. I want to add an attribute into a unit's weapon that (a) administers an effect (easy) and (b) sends a "fan of knives" type of effect out of the targeted unit to 2 random nearby units.
To make this even more complicated: How do I make it so the secondary targeted units must be between 2 and 6 range from the primary unit?
Attached is a super high quality graphic that explains this spell if I'm not doing it justice.
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
@Bilxor: Go
Might be able to combine 2 distance validators into one for something like that.
If that doesn't work, could always do a search radius 2, apply a behavior tooclose, then do a search radius 6, set validator to has 0 tooclose, if okay then shoot knife with max unit count 2.
@Bilxor: Go
I'm actually having trouble a few steps before this. I can't get an effect to go from the target unit and execute a search area that applies a behavior to neighboring units. I tried putting a Search Area effect alongside the damage effect and apply behavior effect in the "Set" of the weapon.... the Damage and Behavior both work, but not the SA :(
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
@Bilxor: Go
Hrrrrmmm, it should be, at least for the initial search area. Try a create persistent to run the search from possibly?
@Deadzergling: Go
Awesome, thanks for the help. Now I'm wrestling with getting an actor to fire from the initial target to the secondary targets, not sure what to put in the actor terms. I tried Effect.[SearchAreaEffect].Start -> Create doesn't work...
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
@Bilxor: Go
You are talking about the missile launch of your knives right, I would definitely be looking at a missile launch effect. If it were me making it, I would likely just duplicate a missile I know works, changes it's model and have my knife ability use that.
@Deadzergling: Go
well my "knife," in terms of actors, is really just the probe attack actor, so not so much a missile as an electric charge thing (a "beam" i think). I just don't know what the actor "trigger" phrasing would look like to make it work.
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
@Bilxor: Go
I'm not the most experienced with beams either, but you have an initial beam attack actor working right? Why not just duplicate that without the search/knife throw ability?
So you want to have a Effect - Target ability that uses a Set effect which does a Damage effect and a Search Area effect with a target cap of 2 and a TS of random which does a second Damage effect. The second damage effect then has a Combine validator that combines two Location Range validators with the logic of less than x and greater than x - y.
For the beam just use the Damage effect applied by the search or do like the anti missile drones of the raven and have a dummy damage effect for beam animations.
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