Has buff which cloaks the owner. I wana decloak him (for a short time) when he deals damage or casts abilities. Compare Damage Taken Time validator - wrong way, cus it detects when the buff owner takes damage (not deals damage). So any ideas?
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There's multiple ways to do this. With Remove Validators on the Bahavior, you can combine Unit Order Count (Attack) == 0, Unit Not Being Pushed (search for this in the included validators). However, if the unit is merely ordered to attack, whether or not it is attacking, it will decloak.
Second, you can use "Unit Is Not Animating Weapon" validator, but when I was working with this that validator was severely bugged, and I am not 100% certain that it has been fixed, because I have not tried it again. It crashed the game, if I remember correctly. Moreover, this will decloak the unit right when it starts attacking, not when it deals damage.
The surefire way, as was said, is to add an effect to the weapon. There's two variations. If you want the unit to decloak when it starts attacking, before it deals damage, change the FIRST effect that the weapon points to to be a Set effect, which holds both the original first effect, and a new effect. This new effect should be a Remove Behavior that targets Caster, and removes the cloak behavior.
The second variation is to make it happen only when the missile hits. In this case, make the Launch Missile effect point to a Set, with both the damage effect and the new Remove Behavior effect.
Casting abilities can be done the same way. Add an extra effect to each ability the unit has. Or if you chose method 1, just add another Unit Order Count validator.
Has buff which cloaks the owner. I wana decloak him (for a short time) when he deals damage or casts abilities. Compare Damage Taken Time validator - wrong way, cus it detects when the buff owner takes damage (not deals damage). So any ideas?
OMG! New hero in 'Heroes of the Storm' is Dustin Browder. Watch here!
you need to add decloak to his weapon and set target as caster unit (or source?).
Weapon has field cloak/decloak? O_O
OMG! New hero in 'Heroes of the Storm' is Dustin Browder. Watch here!
weapon have effect, create set effect with your damage and decloak effects and add this set to weapon
@xxxNEARBYxxx:
There's multiple ways to do this. With Remove Validators on the Bahavior, you can combine Unit Order Count (Attack) == 0, Unit Not Being Pushed (search for this in the included validators). However, if the unit is merely ordered to attack, whether or not it is attacking, it will decloak.
Second, you can use "Unit Is Not Animating Weapon" validator, but when I was working with this that validator was severely bugged, and I am not 100% certain that it has been fixed, because I have not tried it again. It crashed the game, if I remember correctly. Moreover, this will decloak the unit right when it starts attacking, not when it deals damage.
The surefire way, as was said, is to add an effect to the weapon. There's two variations. If you want the unit to decloak when it starts attacking, before it deals damage, change the FIRST effect that the weapon points to to be a Set effect, which holds both the original first effect, and a new effect. This new effect should be a Remove Behavior that targets Caster, and removes the cloak behavior.
The second variation is to make it happen only when the missile hits. In this case, make the Launch Missile effect point to a Set, with both the damage effect and the new Remove Behavior effect.
Casting abilities can be done the same way. Add an extra effect to each ability the unit has. Or if you chose method 1, just add another Unit Order Count validator.
There are two other validators that look for ability use, The Unit Order and Unit Order Queue validators.
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