Hi !
Sorry for the title, i dont know how to explain this shortly :|
So.
I'm a newbie with the data editor, and i want to do a specific ability...
Its "simply".
When a stalker blink, i want if the user repress the blink button, the stalker blink back.
Mean if you are on the position and you blink to the position 2, repress the button blink you to position 1.
Someone know how to do that ? :)
thanks !
Many ways to do that, no idea which is the simplest/most elegant. I would suggest the following: The ability first creates a Set effect aimed at a Point. This Set contains three effects in that order:
ApplyBehavior "TP back monitor", set to apply a dummy buff to Caster
Persistent effect aimed at Caster Point with a periodic validator checking that the Caster has the "monitor" buff given above
Standard Blink teleport effect
The order is important so the Stalker gets the buff before it is checked for, and creates the back-port marker (the Persistent effect) before teleporting itself.
Then create another Teleport effect, this one aimed at Persistent: Target Point, which is the Stalker's position at the time it began casting Blink. Place standard Blink validators on this effect so you can't back-port while under Fungal Growth or such. Then set this effect under the Effect: Final field of the persistent. Effect: Final is run if the persistent stops for any reason, including when the periodic validator fails.
Now make a second ability to remove the "monitor" buff, again with all standard Blink validators. To have both buttons on the same spot add a node to the Requirement of this ability to hide the button when the caster has 0 monitor buff stacks (CountBehavior."monitor".CompletedAtUnit), and place its button above the one for regular Blink.
Thanks ! <3 I'll test that tomorrow, now i will sleep...
I got the idea to create a little protoss beacon at the position of the back blink.
So i'll just create another effect spawning the protoss beacon with a spawn fate of 4 second.
But i dont know what to do for kill the beacon prematurely if the user back blink their stalker. I think something like kill the nearest beacon, but i think i'm wrong.
You can actually have both effects in the same ability by using a switch effect as the effect called by the ability then use it to define which chain of effect should be used. So use once to blink, use again to blink back, now the unit is free to make a standard blink again. It really depends if you want the unit to be able to freely blink to new locations or not.
You can kill the specific beacon that Stalker created.
You can actually have both effects in the same ability by using a switch effect as the effect called by the ability then use it to define which chain of effect should be used. So use once to blink, use again to blink back, now the unit is free to make a standard blink again. It really depends if you want the unit to be able to freely blink to new locations or not.
You can kill the specific beacon that Stalker created.
That will run into issues with the cooldown/energy cost though, you'd have to wait for the full recharge before you could use the back-port (thinking of LeBlanc from League of Legends here, who can blink back instantly after casting the main spell)
Thanks ! <3 I'll test that tomorrow, now i will sleep...
I got the idea to create a little protoss beacon at the position of the back blink. So i'll just create another effect spawning the protoss beacon with a spawn fate of 4 second. But i dont know what to do for kill the beacon prematurely if the user back blink their stalker. I think something like kill the nearest beacon, but i think i'm wrong.
Thanks :)
If this beacon doesn't have to be targetable as a unit you can tie it to the Persistent effect, exactly how Psi Storm does it. This is only feasible if each Stalker can only have one beacon at a time, as the casting player wouldn't be able to select one either.
If the beacon should be destructable or the like, replace the Persistent effect with a Create Unit effect and use the "creation effect" field to apply the Persistent or a Buff to the beacon unit. This gives you access to both scopes, Stalker and beacon, to validate for buff stacks, either getting destroyed, ability/weapon use via a dummy buff and so on.
A nice trick here would be the use of advanced scope selection: You can specify a previous effect in the chain to draw the scope reference from. In this case, since the back-teleport is launched by the Persistent, you can put it in a Set effect and aim the TP at "Persistent: Target Point", then a "kill" effect aimed at "CreateUnit/Persistent: Target Unit" (the beacon). Try slight variations if this doesn't work immediately, I'm not sure how Create Unit defines its own scope (i.e. is the Target the created unit or the location where the spawn takes place)
Then add more Set effects to catch other exceptions as necessary, i.e. remove monitor buff if beacon gets killed, "dispell" effects that should prevent the back-port, "expire" handler if the beacon has a timed life and you don't want the Stalker to be forced back. That last part also is a problem if the beacon isn't a unit, and may require another dummy buff or something to prevent it, as Effect: Final obviously also runs if the buff/effect expires naturally.
Behavior type ability with On/Off toggle enabled, or Effect-Instant that applies a Remove Behavior effect on the Caster. The latter allows more control via validators, stack count etc.
Please state in which way the ability fails, or upload a demo map so we can test it ourselves. In particular those images show neither the Persistent effect nor the monitor buff, which are the actual core of the "blink back" mechanic in this case.
Unless you are on a deadline I would also suggest creating everything from scratch, or copying existing setups, as this a) forces you to gain a deeper understanding of how the ability works and b) leaves the original intact and functional for comparison.
Here the mod. I'll will upload a screenshoot and try to retry all asap.
What is wrong ?
When you start the game, stalker dont have the behavior (you can see the little icon). So the blink back button is Show, if you press it, the "monitor" behavior icon is here, but use blink change nothing.
Screenshoot i missed to upload:
(i need double post, sorry, edit don't give the picture quote.)
Apparently the Behavior/Toggle ability doesn't work well with external buff sources, try an Effect-Instant applying a Remove Behavior effect. Under Commands+ on that ability specify a button so you can assign the correct command on the command card, and place the "Showmonitor" requirement here too, not on the buff you're supposed to be counting (the requirement says "only allow this if the unit has this buff", placing it on the buff means "deactivate the buff if the conditions aren't met")
Specify the buff duration on the buff itself, the way you tried to do it also works in principle, but you have to tick the "Use Duration" flag on the apply effect.
The "teleport back" effect must also be set to teleport the Caster unit. The Persistent needs a duration or it will complete instantly, set the Period Duration to the desired update rate and the Period Count to "desired duration" divided by "Period Duration". You might be able to use the Effect: Final field of the monitor buff itself instead, which allows instant updating without the period.
With all of these modifications I can get it to teleport back to the Blink target location consistently. I don't know why, because the Persistent effect itself occurs at the pre-teleport location, so get all the other issues fixed first and then start playing with the Scope fields. Maybe try just "Target Point" without specifying an effect, otherwise go through Source/Target for all effects in the chain.
Thanks for the reply !
I will try to do this when i'm out with my dependencies problem (another thread), my sc2 data is still not update using swarm multi (mod) :(.
You might be able to use the Effect: Final field of the monitor buff itself instead, which allows instant updating without the period.
And how to do this ?
I put the Persistent effect in the Effect:Final of the Behavior ?
Thanks :) I learn a loot :D
Edit:
Oh wait, know i learned more,why not do like this
Ability:
First blink: Create Persistent, Blink to cursor
Persistent: expire in 3 second he periodically set a behavior to the stalker.
Behavior: Expire in one second.
Second Blink: Show only when the Behavior is here.
Another edit:
I done all you told me to do, i got a final bug:
He tp back after 4 seconds in all case, because we say to TP back when Persistent out.
An Another Another Edit:
WOOOORRRRKKKKKKK T.T
I'll removed all effect-final because they execute if the behavior/Pesistent is destroyed or expired !
I've just done another set effect, and put him remove behavior then the Blink Back.
Buff type behaviors act like a Persistent effect on their own, complete with Effect: Final field on the buff, which you can just set to the teleport. The only thing they can't do at all is location offsets.
If you don't want to force the Stalker back if the effect expires you'll probably end up needing a second monitor buff, one for the back-port command and one for the max duration. Maybe someone else has a smarter solution.
Thanks for the reply ! I will try to do this when i'm out with my dependencies problem (another thread), my sc2 data is still not update using swarm multi (mod) :(.
I'll removed all effect-final because they execute if the behavior/Pesistent is destroyed or expired !
I've just done another set effect, and put him remove behavior then the Blink Back.
You forgett to read that or i'll done a mistake in typing ?
I'll got my solution !
forgett to say: I put a validator in more.
When i finish with actor for the blink back, i'll upload again my map for help if someone want the same.
Hi ! Sorry for the title, i dont know how to explain this shortly :| So. I'm a newbie with the data editor, and i want to do a specific ability... Its "simply". When a stalker blink, i want if the user repress the blink button, the stalker blink back. Mean if you are on the position and you blink to the position 2, repress the button blink you to position 1. Someone know how to do that ? :) thanks !
Many ways to do that, no idea which is the simplest/most elegant. I would suggest the following: The ability first creates a Set effect aimed at a Point. This Set contains three effects in that order:
The order is important so the Stalker gets the buff before it is checked for, and creates the back-port marker (the Persistent effect) before teleporting itself.
Then create another Teleport effect, this one aimed at Persistent: Target Point, which is the Stalker's position at the time it began casting Blink. Place standard Blink validators on this effect so you can't back-port while under Fungal Growth or such. Then set this effect under the Effect: Final field of the persistent. Effect: Final is run if the persistent stops for any reason, including when the periodic validator fails.
Now make a second ability to remove the "monitor" buff, again with all standard Blink validators. To have both buttons on the same spot add a node to the Requirement of this ability to hide the button when the caster has 0 monitor buff stacks (CountBehavior."monitor".CompletedAtUnit), and place its button above the one for regular Blink.
Thanks ! <3 I'll test that tomorrow, now i will sleep...
I got the idea to create a little protoss beacon at the position of the back blink. So i'll just create another effect spawning the protoss beacon with a spawn fate of 4 second. But i dont know what to do for kill the beacon prematurely if the user back blink their stalker. I think something like kill the nearest beacon, but i think i'm wrong.
Thanks :)
You can actually have both effects in the same ability by using a switch effect as the effect called by the ability then use it to define which chain of effect should be used. So use once to blink, use again to blink back, now the unit is free to make a standard blink again. It really depends if you want the unit to be able to freely blink to new locations or not.
You can kill the specific beacon that Stalker created.
That will run into issues with the cooldown/energy cost though, you'd have to wait for the full recharge before you could use the back-port (thinking of LeBlanc from League of Legends here, who can blink back instantly after casting the main spell)
If this beacon doesn't have to be targetable as a unit you can tie it to the Persistent effect, exactly how Psi Storm does it. This is only feasible if each Stalker can only have one beacon at a time, as the casting player wouldn't be able to select one either.
If the beacon should be destructable or the like, replace the Persistent effect with a Create Unit effect and use the "creation effect" field to apply the Persistent or a Buff to the beacon unit. This gives you access to both scopes, Stalker and beacon, to validate for buff stacks, either getting destroyed, ability/weapon use via a dummy buff and so on.
A nice trick here would be the use of advanced scope selection: You can specify a previous effect in the chain to draw the scope reference from. In this case, since the back-teleport is launched by the Persistent, you can put it in a Set effect and aim the TP at "Persistent: Target Point", then a "kill" effect aimed at "CreateUnit/Persistent: Target Unit" (the beacon). Try slight variations if this doesn't work immediately, I'm not sure how Create Unit defines its own scope (i.e. is the Target the created unit or the location where the spawn takes place)
Then add more Set effects to catch other exceptions as necessary, i.e. remove monitor buff if beacon gets killed, "dispell" effects that should prevent the back-port, "expire" handler if the beacon has a timed life and you don't want the Stalker to be forced back. That last part also is a problem if the beacon isn't a unit, and may require another dummy buff or something to prevent it, as Effect: Final obviously also runs if the buff/effect expires naturally.
Sorry, but i dont know how to remove a buff with an ability :|, i have found something, but its dont work at all...
Behavior type ability with On/Off toggle enabled, or Effect-Instant that applies a Remove Behavior effect on the Caster. The latter allows more control via validators, stack count etc.
So i'll tryed to do what say Photoloss in his first post, but i think i done something wrong :(
I'm not english, so i'll maybe do a miss-reading somewhere.
I'm modifying directly the spells/ability, because i'm making a mod for custom map. Yeah i know it's bad.
Screenshoots:
Please state in which way the ability fails, or upload a demo map so we can test it ourselves. In particular those images show neither the Persistent effect nor the monitor buff, which are the actual core of the "blink back" mechanic in this case.
Unless you are on a deadline I would also suggest creating everything from scratch, or copying existing setups, as this a) forces you to gain a deeper understanding of how the ability works and b) leaves the original intact and functional for comparison.
Here the mod. I'll will upload a screenshoot and try to retry all asap.
What is wrong ?
When you start the game, stalker dont have the behavior (you can see the little icon). So the blink back button is Show, if you press it, the "monitor" behavior icon is here, but use blink change nothing.
Screenshoot i missed to upload: (i need double post, sorry, edit don't give the picture quote.)
I'll go sleep now !
Apparently the Behavior/Toggle ability doesn't work well with external buff sources, try an Effect-Instant applying a Remove Behavior effect. Under Commands+ on that ability specify a button so you can assign the correct command on the command card, and place the "Showmonitor" requirement here too, not on the buff you're supposed to be counting (the requirement says "only allow this if the unit has this buff", placing it on the buff means "deactivate the buff if the conditions aren't met")
Specify the buff duration on the buff itself, the way you tried to do it also works in principle, but you have to tick the "Use Duration" flag on the apply effect.
The "teleport back" effect must also be set to teleport the Caster unit. The Persistent needs a duration or it will complete instantly, set the Period Duration to the desired update rate and the Period Count to "desired duration" divided by "Period Duration". You might be able to use the Effect: Final field of the monitor buff itself instead, which allows instant updating without the period.
With all of these modifications I can get it to teleport back to the Blink target location consistently. I don't know why, because the Persistent effect itself occurs at the pre-teleport location, so get all the other issues fixed first and then start playing with the Scope fields. Maybe try just "Target Point" without specifying an effect, otherwise go through Source/Target for all effects in the chain.
Thanks for the reply ! I will try to do this when i'm out with my dependencies problem (another thread), my sc2 data is still not update using swarm multi (mod) :(.
And how to do this ? I put the Persistent effect in the Effect:Final of the Behavior ? Thanks :) I learn a loot :D Edit: Oh wait, know i learned more,why not do like this
Ability:
First blink: Create Persistent, Blink to cursor
Persistent: expire in 3 second he periodically set a behavior to the stalker.
Behavior: Expire in one second.
Second Blink: Show only when the Behavior is here.
Another edit:
I done all you told me to do, i got a final bug: He tp back after 4 seconds in all case, because we say to TP back when Persistent out.
An Another Another Edit: WOOOORRRRKKKKKKK T.T
I'll removed all effect-final because they execute if the behavior/Pesistent is destroyed or expired !
I've just done another set effect, and put him remove behavior then the Blink Back.
Buff type behaviors act like a Persistent effect on their own, complete with Effect: Final field on the buff, which you can just set to the teleport. The only thing they can't do at all is location offsets.
If you don't want to force the Stalker back if the effect expires you'll probably end up needing a second monitor buff, one for the back-port command and one for the max duration. Maybe someone else has a smarter solution.
You forgett to read that or i'll done a mistake in typing ? I'll got my solution ! forgett to say: I put a validator in more. When i finish with actor for the blink back, i'll upload again my map for help if someone want the same.
Thanks guys !
Just updated for attach to a post, if people need see how is done.