I need info on several things in the editor to see if there is a way to do them, preferably with the data editor only, pointers to tutorials are fine.
Spell-cast reaction: Have a behavior that triggers an effect of some sort when the host unit casts a spell, this would cover several different problems, so I made it generic.
How to disable a unit's ability to move but allow rotation with the move command or something else, For a ember lance style spell from torchlight. so that I can be immobilized, but still turn to turn the beam with either right click or some kind of location command.
how to make beam actors go from a caster to an aura target as long as the aura is active, or to a point offset from the caster, rather than just to an attacked or targeted unit.
1. You could create a behavior which in itself does nothing. Then, have the ability run the reaction effect only if the unit has the behavior in question. Use a validator to check whether the unit has the behavior or not.
2. I'm not sure if this will work or not, but it's worth a shot. You can add a behavior with the behavior modification flag Suppress Movement. There is another flag called Suppress Turning, so hopefully those two only affect moving and turning respectively. To turn a unit, you can use an Issue Order effect to order it to Ability: Move - Ability Command: 4 (4 is for turning).
3. This might be complicated. I'd rather not write this from memory as I'd most likely do some mistakes. I might be able to set up a test map for you if your question doesn't get answered.
4. I don't know anything of heroes, so I hope someone else can answer this.
4.) You just need to add more effects to the Effects + field. Each effect is the effect that is cast for the corresponding level (first effect in list is the first level, second effect is the second level, etc. Same goes for cost, range and target filter values. If only one or no value is in the field, its used for all levels)
1: Spell-cast reaction: Have a behavior that triggers an effect of some sort when the host unit casts a spell, this would cover several different problems, so I made it generic.
Makes sense, and would work as far as i can tell, thanks. I think I would need to make a set effect for all the abilities that adds the effects for all the spell cast reactions.
2: How to disable a unit's ability to move but allow rotation with the move command or something else, For a ember lance style spell from torchlight.Video of ability so that I can be immobilized, but still turn to turn the beam with either right click or some kind of location command.
I tried those flags, it seems that suppress movement disables turning, but not the other way around, which seems like a bug. I could make move speed be something like .001, which would be very close to not moving, and still allow turning by right click, but I am still looking for a method that disallows movement altogether but allows turning via right clicks.
4: You just need to add more effects to the Effects + field. Each effect is the effect that is cast for the corresponding level (first effect in list is the first level, second effect is the second level, etc. Same goes for cost, range and target filter values. If only one or no value is in the field, its used for all levels)
That makes sense, Though is there any way to make multileveled effects as well?
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I need info on several things in the editor to see if there is a way to do them, preferably with the data editor only, pointers to tutorials are fine.
1. You could create a behavior which in itself does nothing. Then, have the ability run the reaction effect only if the unit has the behavior in question. Use a validator to check whether the unit has the behavior or not.
2. I'm not sure if this will work or not, but it's worth a shot. You can add a behavior with the behavior modification flag Suppress Movement. There is another flag called Suppress Turning, so hopefully those two only affect moving and turning respectively. To turn a unit, you can use an Issue Order effect to order it to Ability: Move - Ability Command: 4 (4 is for turning).
3. This might be complicated. I'd rather not write this from memory as I'd most likely do some mistakes. I might be able to set up a test map for you if your question doesn't get answered.
4. I don't know anything of heroes, so I hope someone else can answer this.
4.) You just need to add more effects to the Effects + field. Each effect is the effect that is cast for the corresponding level (first effect in list is the first level, second effect is the second level, etc. Same goes for cost, range and target filter values. If only one or no value is in the field, its used for all levels)
1: Spell-cast reaction: Have a behavior that triggers an effect of some sort when the host unit casts a spell, this would cover several different problems, so I made it generic.
Makes sense, and would work as far as i can tell, thanks. I think I would need to make a set effect for all the abilities that adds the effects for all the spell cast reactions.
2: How to disable a unit's ability to move but allow rotation with the move command or something else, For a ember lance style spell from torchlight.Video of ability so that I can be immobilized, but still turn to turn the beam with either right click or some kind of location command.
I tried those flags, it seems that suppress movement disables turning, but not the other way around, which seems like a bug. I could make move speed be something like .001, which would be very close to not moving, and still allow turning by right click, but I am still looking for a method that disallows movement altogether but allows turning via right clicks.
4: You just need to add more effects to the Effects + field. Each effect is the effect that is cast for the corresponding level (first effect in list is the first level, second effect is the second level, etc. Same goes for cost, range and target filter values. If only one or no value is in the field, its used for all levels)
That makes sense, Though is there any way to make multileveled effects as well?