Hi all.
Im having trouble with this: When a unit dies i want the marauder slow behaviour to executed on the killing unit.How do i do that??Any replies would be very appreciated.
Why triggers? All you need to do is give the unit a Buff type behaviour which does what I said before under the Behaviour - Behaviours - Behaviour field of the unit.
Just use an Apply Behavior effect that applies the marauder slow that is put under the Combat - Damage Response - Handled field of your buff, set the Combat - Damage Response - Fatal field to enabled and Combat - Damage Response - Locationfield to defender.
First welcome to SC2mapster =3
Second it's more efficient to make it with the Data Editor, but if you don't know how to you can make it with triggers.
You have to make an trigger with the Event:"Unit - Any Unit dies". And for the actions put: "Unit - Add Behavior" into it and change the Behavior to the Marauder slow. Also modify Unit to Killing Unit(which you can find by clicking on it and go to Function) and Caster to Triggering Unit (You can find it the same spot Killing Unit is found).
Hope this will help you. If not feel free to ask any questions =3
thx guys im gonna try it out.btw i knew how to make it work with triggers but i just didnt know what should I apply, a create persistent(and other) effect or a behaviour.
Ok ill try to figure that out.heres another question how can i make a unit fire when you press ctrl but the attack must go into a straight line infront of the unit and hit the unit that is in its line of attack like the wc3 rally.the only thing i need is the straight line attack that hits the units in its line.note that the attack must work for weapons like flamethrower or the immortal weapon and the range must be the range of the triggering weapon.any help would be very apreciated.
For your first question just look at the Valerian03b buffs for the heroes to stop then dying as an example.
With your new question you are making no sense. You first describe a colliding projectile like there are several tutorials on. You then go at a tangent by saying it has to hit mitliple units in a line like the shockwave ability in wc3. You then say it has to be like a flamethrower which pierces multiple units without using a missile. I think you should clarify the idea in your own head first.
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i didnt say it has to be a flamethrower i said it has to work for a flamethrower.the only thing i was wrong is that the flamethrower is already done.But how about the immortal?
The behavior gets applied, no problems there. Then I made a simple Effect "test" and a trigger which listens for the Effect "test" being used, and then outputting a debug message.
"Combat: Damage Response - Handled: test" and "Combat: Damage Response - Exhausted: test" do absolutely squat. And that is with:
(And the behavior is on - the "buff" icon appears on the unit).
I, personally, need this to remove the Behavior containing the damage response check; the Behavior being an Invisibility buff which should be removed upon taking damage. I would very much like to avoid using a "damage taken" trigger for this purpose.
Any ideas why the damage response doesn't call the effect?
The Motion Phases - Outro field can end motion phases at a set distance from the launching unit. If the last phase ends the missile is destroyed (same for Motion Phases - Timeout).
The Combat: Damage Response - Fatal field when enabled means the damage response only triggers if the damaging effect would kill the unit. Just give the effect handled a Remove Behavior effect that removes the buff.
Hi all. Im having trouble with this: When a unit dies i want the marauder slow behaviour to executed on the killing unit.How do i do that??Any replies would be very appreciated.
Adun Toridas!
Buff with a damage response on defender when damage is fatal that applies the buff.
For more details look at the Buff behaviour type on the wiki.
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@DrSuperEvil: Go
Not quite sure what you said there but how can I make it work with triggers?
Why triggers? All you need to do is give the unit a Buff type behaviour which does what I said before under the Behaviour - Behaviours - Behaviour field of the unit.
Just use an Apply Behavior effect that applies the marauder slow that is put under the Combat - Damage Response - Handled field of your buff, set the Combat - Damage Response - Fatal field to enabled and Combat - Damage Response - Locationfield to defender.
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
First welcome to SC2mapster =3 Second it's more efficient to make it with the Data Editor, but if you don't know how to you can make it with triggers.
You have to make an trigger with the Event:"Unit - Any Unit dies". And for the actions put: "Unit - Add Behavior" into it and change the Behavior to the Marauder slow. Also modify Unit to Killing Unit(which you can find by clicking on it and go to Function) and Caster to Triggering Unit (You can find it the same spot Killing Unit is found).
Hope this will help you. If not feel free to ask any questions =3
@DrSuperEvil: Go
@patrickwobben: Go
thx guys im gonna try it out.btw i knew how to make it work with triggers but i just didnt know what should I apply, a create persistent(and other) effect or a behaviour.
@patrickwobben: Go
it doesnt work..
The trigger or data approach?
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@DrSuperEvil: Go
both.do you think the location must be defender or attacker?
Defender. Attacker makes the unit with the buff cast the effect when it attacks, this does not work when fatal damage.
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@DrSuperEvil: Go
Ok ill try to figure that out.heres another question how can i make a unit fire when you press ctrl but the attack must go into a straight line infront of the unit and hit the unit that is in its line of attack like the wc3 rally.the only thing i need is the straight line attack that hits the units in its line.note that the attack must work for weapons like flamethrower or the immortal weapon and the range must be the range of the triggering weapon.any help would be very apreciated.
For your first question just look at the Valerian03b buffs for the heroes to stop then dying as an example.
With your new question you are making no sense. You first describe a colliding projectile like there are several tutorials on. You then go at a tangent by saying it has to hit mitliple units in a line like the shockwave ability in wc3. You then say it has to be like a flamethrower which pierces multiple units without using a missile. I think you should clarify the idea in your own head first.
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
i didnt say it has to be a flamethrower i said it has to work for a flamethrower.the only thing i was wrong is that the flamethrower is already done.But how about the immortal?
Easy just use a mover that expires at a set distance. Then just give the missile unit a buff that performs a search area effect (as per tutorials).
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@DrSuperEvil: Go
what do you mean by that expires to a distance?
@DrSuperEvil: Go
I encountered the same problem as CosmaOne.
The behavior gets applied, no problems there. Then I made a simple Effect "test" and a trigger which listens for the Effect "test" being used, and then outputting a debug message.
"Combat: Damage Response - Handled: test" and "Combat: Damage Response - Exhausted: test" do absolutely squat. And that is with:
(And the behavior is on - the "buff" icon appears on the unit).
I, personally, need this to remove the Behavior containing the damage response check; the Behavior being an Invisibility buff which should be removed upon taking damage. I would very much like to avoid using a "damage taken" trigger for this purpose.
Any ideas why the damage response doesn't call the effect?
The Motion Phases - Outro field can end motion phases at a set distance from the launching unit. If the last phase ends the missile is destroyed (same for Motion Phases - Timeout).
The Combat: Damage Response - Fatal field when enabled means the damage response only triggers if the damaging effect would kill the unit. Just give the effect handled a Remove Behavior effect that removes the buff.
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