Basically, I'm trying to make a version of the reaper's D-8 cluster bomb that detonates once an enemy walks near it, but without using units for the mines.
So far I have an initial persistent effect as the "spawner", which uses periodic offsets to place the "mines"
These "mines" are simply persistent effects which periodically check an EnumArea validator and have the explosion damage as their "final" effect.
This works fine for the most part, except all "mines" go off when one is triggered. Since the EnumArea search radius is so small I can conclude that the individual mine effects collectively check each other's impact locations. They don't just oscillate between the offsets of the initial persistent effect, as even with a period of 0.5s all (currently 5) "mines" explode simultaneously.
So, how do I stop this link, and why is it there in the first place? I've tried Target Point references with and without specifying an effect to no avail. I've also tried adding another "delay" persistent effect between the initial one and the "mines", but that doesn't help either.
And yes, I'm aware it's easy to do with dummy units, but that seems overkill for such a trivial effect, and I would still like to understand what's happening.
Are you sure all mines actually blow up? Or is it just the visuals malfunctioning?
I guess, you used a Model actor with events somewhat like this:
Effect.(YourPersistent).Start
Create
Effect.(YourPersistent).Stop
Destroy
This will cause all actors to trigger their destroy, when the first mine detonates. To prevent this, add a FromEffectTreeDescendant - Term to the second event.
Thanks, that works perfectly. Had forgotten I hadn't set up an Attack actor and that the explosions were only the death animation of the "magnetic mine" model.
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Basically, I'm trying to make a version of the reaper's D-8 cluster bomb that detonates once an enemy walks near it, but without using units for the mines.
So far I have an initial persistent effect as the "spawner", which uses periodic offsets to place the "mines"
These "mines" are simply persistent effects which periodically check an EnumArea validator and have the explosion damage as their "final" effect.
This works fine for the most part, except all "mines" go off when one is triggered. Since the EnumArea search radius is so small I can conclude that the individual mine effects collectively check each other's impact locations. They don't just oscillate between the offsets of the initial persistent effect, as even with a period of 0.5s all (currently 5) "mines" explode simultaneously.
So, how do I stop this link, and why is it there in the first place? I've tried Target Point references with and without specifying an effect to no avail. I've also tried adding another "delay" persistent effect between the initial one and the "mines", but that doesn't help either.
And yes, I'm aware it's easy to do with dummy units, but that seems overkill for such a trivial effect, and I would still like to understand what's happening.
As they hurt allies, is it not just a chain reaction caused by them killing each other resulting in the next one blowing?
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
1) They don't hurt allies, nor do they trigger on allies.
2) The "mines" aren't units, just persistent effects with a periodic EnumArea validator.
Are you sure all mines actually blow up? Or is it just the visuals malfunctioning?
I guess, you used a Model actor with events somewhat like this:
This will cause all actors to trigger their destroy, when the first mine detonates. To prevent this, add a FromEffectTreeDescendant - Term to the second event.
Thanks, that works perfectly. Had forgotten I hadn't set up an Attack actor and that the explosions were only the death animation of the "magnetic mine" model.