I have a problem concerning making a custom building, with a custom ability (spell) and the building 'facing' its target to use the spell.
My first thought to do was to make a turret, but the 'thing' being targeted is an 'ability', not an 'attack' and so adding a turret as a weapon doesn't do anything.
Secondly I was thinking to make the ability not require vision / to be looking at the target to be cast, but I can't seem to figure out how to do that (I already turned off the requires vision flags / restrictions and that didn't seem to effect the ability).
A building similar to what I am thinking is the Hive Mind Emulator from campaign, but after carefully reviewing that structure there is no (little) difference between it and my building.
Anyone approached a similar problem and know how to work around it?
I am really resisting using triggers as that will probably lag out the map.
So if i understand you right, what you want is to have a turret that cancels out an units ability.
That is easy enough, all you need to do is apply a behavior to the structures attack that adds a behavior to it's target. Then go to your target unit's ability and go to it's "validators" (Not positive on the wording here. I'll have to look at this when i get back to my laptop) and add the structures debuffing behavior to list.
I'll make this much clearer and easier to follow when i get back to my laptop, I'm pretty much writting this off the top off my head in case i forget what i was thinking, becuase as far as i know this is the smoothest (lag and program hassle wise) way to do this.
The building can't cast the spell because it can't look at its target.
It doesn't have an attack, which makes this harder than it should be... is there a way to make a turret work without an attack / is there a way to make a spell castable without looking at the target?
Hopefully that is more to the point.... thanks already for your help!
If you just want the ability to work, just change the angle of it to 360 degrees.
If you want the building to face the target, you have several possibilities: You could make it turnable and not behave like a real building; this can be done by removing the footprint and setting the appropiate flags. Basically, it would be just a unit with 0 movespeed.
It has the downside, that the building would not use the building grid anymore.
Another possibility would be adding a hidden dummy weapon, which will only be used, when the ability is used (you could set the weapon to only hit a specific dummy unit type, which gets spawned by the ability).
This way you can use turrets, if possible (if the model has a TurretZ attachment or is attached to another model, which does)
I thought of suggesting just deleting the weapon animation && damage, but wasn't sure if thats what he was looking for or not.
I just did read through the creators original post though and realized that we may have any easier solution with just editing down the the hive mind emulator.
He can change the actors out/ models, and edit the debuff it throws out to debuff the ability that he wants to.
I think the best bet is to make a dummy weapon as Kueken531 described...
So basically, make a part of the ability that makes a unit and....? Making a weapon that attacks exactly that spawned unit is where I get confused, how do you do that ?
That and making that spawned unit spawn at the target unit point (wouldn't that not work either since it can't 'see' that target point?)
I guess I am asking for a more specific tutorial of how to do what you described, since it seems pretty complex (and awesome)
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Hello,
I have a problem concerning making a custom building, with a custom ability (spell) and the building 'facing' its target to use the spell.
My first thought to do was to make a turret, but the 'thing' being targeted is an 'ability', not an 'attack' and so adding a turret as a weapon doesn't do anything.
Secondly I was thinking to make the ability not require vision / to be looking at the target to be cast, but I can't seem to figure out how to do that (I already turned off the requires vision flags / restrictions and that didn't seem to effect the ability).
A building similar to what I am thinking is the Hive Mind Emulator from campaign, but after carefully reviewing that structure there is no (little) difference between it and my building.
Anyone approached a similar problem and know how to work around it? I am really resisting using triggers as that will probably lag out the map.
Thanks kindly
@PlasmaSnailtree: Go
So if i understand you right, what you want is to have a turret that cancels out an units ability.
That is easy enough, all you need to do is apply a behavior to the structures attack that adds a behavior to it's target. Then go to your target unit's ability and go to it's "validators" (Not positive on the wording here. I'll have to look at this when i get back to my laptop) and add the structures debuffing behavior to list.
I'll make this much clearer and easier to follow when i get back to my laptop, I'm pretty much writting this off the top off my head in case i forget what i was thinking, becuase as far as i know this is the smoothest (lag and program hassle wise) way to do this.
@Yargabavan: Go
I apologize, I must not have been clear.
I have a building that casts a spell.
The building can't cast the spell because it can't look at its target.
It doesn't have an attack, which makes this harder than it should be... is there a way to make a turret work without an attack / is there a way to make a spell castable without looking at the target?
Hopefully that is more to the point.... thanks already for your help!
@PlasmaSnailtree: Go
Hmmm.... Okay well that changes things slightly and I may not be able to help completely here.
So are you looking for a spell that will auto cast in the presence of an enemy unit
OR
A passive aura
Now for the behavior casting "trigger" I'll have to play around with this for a bit, but i'm pretty sure it'll be easy to figure out.
For the last part where it disables the enemy ability; what i said before still stands.
If you just want the ability to work, just change the angle of it to 360 degrees.
If you want the building to face the target, you have several possibilities: You could make it turnable and not behave like a real building; this can be done by removing the footprint and setting the appropiate flags. Basically, it would be just a unit with 0 movespeed.
It has the downside, that the building would not use the building grid anymore.
Another possibility would be adding a hidden dummy weapon, which will only be used, when the ability is used (you could set the weapon to only hit a specific dummy unit type, which gets spawned by the ability).
This way you can use turrets, if possible (if the model has a TurretZ attachment or is attached to another model, which does)
@Kueken531: Go
I thought of suggesting just deleting the weapon animation && damage, but wasn't sure if thats what he was looking for or not.
I just did read through the creators original post though and realized that we may have any easier solution with just editing down the the hive mind emulator.
He can change the actors out/ models, and edit the debuff it throws out to debuff the ability that he wants to.
Thoughts?
@Kueken531: Go
Thanks for the replies so far -
I think the best bet is to make a dummy weapon as Kueken531 described...
So basically, make a part of the ability that makes a unit and....? Making a weapon that attacks exactly that spawned unit is where I get confused, how do you do that ?
That and making that spawned unit spawn at the target unit point (wouldn't that not work either since it can't 'see' that target point?)
I guess I am asking for a more specific tutorial of how to do what you described, since it seems pretty complex (and awesome)