Hi guys. I'm hoping you can help me. My hero Nova has the Psionic Lash ability. I want the ability to work without interrupting actions such as attacking and moving. Here's how the ability works: during the Prepare stage, a "charge up" special effect appears over Nova's head. At the end of that stage, a special effect appears over the enemy unit's head and damage is dealt. I'd like for Nova to be able to move and attack while this ability is taking place. Any ideas?
The ability's called Obliterate in the Data Editor.
Ok, so I checked "Transient" under the ability's Stats - Flags field. Now the ability can be cast while the unit is moving. Problem is that nothing happens when I cast the ability. No charge up special effect, no damage special effect and no damage dealt. I think this has something to do with the ability's Prepare stage. If anyone knows, please tell me.
This seems similar to what I was researching with the Medivac. The Medivac heals during attack move but not during regular move. I tried to mark transient, but that just disabled the ability from working.
I got a workaround... Create 2 behaviors (together with apply behavior effects). Call one of them "Prepare" and the other whatever, its just a dummy. Set Prepares duration to 3 seconds, and the dummy's to 3.1
Create a validator that checks whether the stack count of dummy = 1 on target unit
Create a search effect with that validator that searches for units and applies the first effect of the effect chain of your ability.
Make "Prepare"'s final/expire effect (the one that fires when the behavior actually expires due to duration, and not just any type of removal. Read tooltips of the fields) the search effect.
Create a set effect, but in both apply behaviors (Prepare should apply behavior to caster, dummy to target)
Remove the prepare duration from Nova's ability.
Now you have the prepare simulated through behaviors, which won't affect Nova's movement/attacking. You might have to modify the actors to reflect this change.
Hope i got all of what i wrote right, will check later, in a hurry.
Could you provide more info on your method? What kind of behaviors should I create? What type of validator should I create? How can I have the validator check whether the stack count of dummy = 1 on target unit? In the search area effect, what field do I modify to make it apply the first effect of my ability's effect chain?
I'm not advanced enough to be able to use your method. If you or anyone could walk me through this, I'd be appreciative.
Behavior of Type Buff,
Validator, just go through the types and see which one includes behavior counts. Comparison type should be "equal to", value 1, behavior should be your dummy. Not too good with validators :/ I'll check back here later today if i have time to open up the editor today and actually go through this.
Search effect - "Search Area +" i believe, when you open that create a new value, set its radius, and youll have an effects drop down menu as well
Almaity, I decided to just go with the ability as it is. Your technique seems to be a bit above my skill level. Thanks for your help though. I do appreciate your help.
Try having the ability use a set effect that applies a behaviour on caster and a behaviour on target. The buff behaviour on the caster (nova) is hidden and creates the sparkely effect using an actor you want on application that is destroyed when the buff expires. The buff on the target is also hidden and has an expire effect (duration just after caster buff expires) that creates a persistant effect delay (like ghost nuke or colossus beam dmg) that on its start creates the effect on the target unit with the expire effect doing the dmg.
Hi guys. I'm hoping you can help me. My hero Nova has the Psionic Lash ability. I want the ability to work without interrupting actions such as attacking and moving. Here's how the ability works: during the Prepare stage, a "charge up" special effect appears over Nova's head. At the end of that stage, a special effect appears over the enemy unit's head and damage is dealt. I'd like for Nova to be able to move and attack while this ability is taking place. Any ideas?
The ability's called Obliterate in the Data Editor.
I thought I read somewhere that there was a flag that controlled that. I just can't remember what the flag name was.
EDIT: Found it! It was in Onetwo's frostbolt tutorial. The flag is transient.
Ok, so I checked "Transient" under the ability's Stats - Flags field. Now the ability can be cast while the unit is moving. Problem is that nothing happens when I cast the ability. No charge up special effect, no damage special effect and no damage dealt. I think this has something to do with the ability's Prepare stage. If anyone knows, please tell me.
@Marikh7: Go
Gah Nevermind, lol.
@BorgDragon: Go
lol, k. Thanks for the help anyways. Anyone else know?
This seems similar to what I was researching with the Medivac. The Medivac heals during attack move but not during regular move. I tried to mark transient, but that just disabled the ability from working.
I got a workaround... Create 2 behaviors (together with apply behavior effects). Call one of them "Prepare" and the other whatever, its just a dummy. Set Prepares duration to 3 seconds, and the dummy's to 3.1
Create a validator that checks whether the stack count of dummy = 1 on target unit
Create a search effect with that validator that searches for units and applies the first effect of the effect chain of your ability.
Make "Prepare"'s final/expire effect (the one that fires when the behavior actually expires due to duration, and not just any type of removal. Read tooltips of the fields) the search effect.
Create a set effect, but in both apply behaviors (Prepare should apply behavior to caster, dummy to target)
Remove the prepare duration from Nova's ability.
Now you have the prepare simulated through behaviors, which won't affect Nova's movement/attacking. You might have to modify the actors to reflect this change.
Hope i got all of what i wrote right, will check later, in a hurry.
@TheAlmaity: Go
I'll try your suggestion this evening. Thanks, Almaity.
@TheAlmaity: Go
Could you provide more info on your method? What kind of behaviors should I create? What type of validator should I create? How can I have the validator check whether the stack count of dummy = 1 on target unit? In the search area effect, what field do I modify to make it apply the first effect of my ability's effect chain?
I'm not advanced enough to be able to use your method. If you or anyone could walk me through this, I'd be appreciative.
Behavior of Type Buff,
Validator, just go through the types and see which one includes behavior counts. Comparison type should be "equal to", value 1, behavior should be your dummy. Not too good with validators :/ I'll check back here later today if i have time to open up the editor today and actually go through this.
Search effect - "Search Area +" i believe, when you open that create a new value, set its radius, and youll have an effects drop down menu as well
@TheAlmaity: Go
Thanks. I'll do that and ask for more instructions if necessary.
@TheAlmaity: Go
Almaity, I decided to just go with the ability as it is. Your technique seems to be a bit above my skill level. Thanks for your help though. I do appreciate your help.
Try having the ability use a set effect that applies a behaviour on caster and a behaviour on target. The buff behaviour on the caster (nova) is hidden and creates the sparkely effect using an actor you want on application that is destroyed when the buff expires. The buff on the target is also hidden and has an expire effect (duration just after caster buff expires) that creates a persistant effect delay (like ghost nuke or colossus beam dmg) that on its start creates the effect on the target unit with the expire effect doing the dmg.
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
@DrSuperEvil: Go
That sounds like something I can do. I'll give it a try tonight and post here.
Changed my mind. I'm gonna take a break from this ability. It's frustrating me. I'll work on it another time. Thanks for your help DrSuperEvil.