Hello, i'm new to galaxy editor, and i faced with a trouble. I want to make skill that shoots with bullet (i choosed ghost - snipe) and if it kills a biological unit with it, then caster will get some health. So problem is, how can i make that only if it kills, caster gains choosed amount of health.
One way could be to use a system similar to how the bounty system works (gain resources upon killing a unit). Then possibly modifying a life regen rate for a short time; so one tick/cycle for a set amount.
Maybe not the most efficient method, but it should work. ;)
I would create a debuff with a very short duration(0.1sec) that is tied to your ghost snipe ability, and then check for that debuff when a unit is killed by a ghost, it will work 99% of the time, im sure occasionally a second 'ghost' using a regular attack which kills a unit within 0.1 seconds of a snipe ability landing will cause the health drain to trigger, but it will work 99% of the time.
One way could be to use a system similar to how the bounty system works (gain resources upon killing a unit). Then possibly modifying a life regen rate for a short time; so one tick/cycle for a set amount.
Maybe not the most efficient method, but it should work. ;)
Is there an action that modifies life regen? I didn't find it too :O
I would create a debuff with a very short duration(0.1sec) that is tied to your ghost snipe ability, and then check for that debuff when a unit is killed by a ghost, it will work 99% of the time, im sure occasionally a second 'ghost' using a regular attack which kills a unit within 0.1 seconds of a snipe ability landing will cause the health drain to trigger, but it will work 99% of the time.
Sry, but don't understand the idea. More detailed, if you can, please.
Ok, first you modify Snipe, or whatever ability your using, to add a custom buff to the target of the snipe, this buff will last 0.1 seconds, and have no effect other than just being there.
Now when you use your vamp bullet, the unit will have the buff that you can now check for in a trigger.
Then you make a trigger for Any Unit Dies, add the condition that the unit that killed it is a ghost, check for the buff, and if that buff is present, give the ghost some life.
@DarkShape80: Go
Well, then easier way is:
If any unit of player 2 takes fatal damage from (ghost-snipe) then i give some health to the ghost. Problem is i didn't find an action that gives health to unit, and i don't know how to make event "if any unit OF PLAYER 2...".
I don't feel like testing this to see if it works, but my idea is this..
Launch Missile's effect -> impact effect: Do effect (persistent)
Inside effect (persistent), the initial effect is the effect (damage).
Period set to like 0.1 seconds. Period count 1.
the final effect is effect (apply buff)
Inside the (apply buff) effect is a validator that checks if target is dead.
So then rocket is fired, it lands, causes the persistent effect to trigger (initially dealing damage, and then doing the final effect to apply buff to caster, but buff portion only applies if validator (target is dead) is true.
Hello, i'm new to galaxy editor, and i faced with a trouble. I want to make skill that shoots with bullet (i choosed ghost - snipe) and if it kills a biological unit with it, then caster will get some health. So problem is, how can i make that only if it kills, caster gains choosed amount of health.
P.s. Sorry, if my english is bad. =)
im not sure but if i had to guess id say trigger make it so if ghost - snipe/event kills target thats bio/condition then said unit gains
% total hpThen how to make event "if any unit of player N takes fatal damage..."
And yeah, i didn't find action, that gives health to unit =)
One way could be to use a system similar to how the bounty system works (gain resources upon killing a unit). Then possibly modifying a life regen rate for a short time; so one tick/cycle for a set amount.
Maybe not the most efficient method, but it should work. ;)
@Swifteg: Go
I would create a debuff with a very short duration(0.1sec) that is tied to your ghost snipe ability, and then check for that debuff when a unit is killed by a ghost, it will work 99% of the time, im sure occasionally a second 'ghost' using a regular attack which kills a unit within 0.1 seconds of a snipe ability landing will cause the health drain to trigger, but it will work 99% of the time.
Is there an action that modifies life regen? I didn't find it too :O
Sry, but don't understand the idea. More detailed, if you can, please.
@Swifteg: Go
Ok, first you modify Snipe, or whatever ability your using, to add a custom buff to the target of the snipe, this buff will last 0.1 seconds, and have no effect other than just being there.
Now when you use your vamp bullet, the unit will have the buff that you can now check for in a trigger.
Then you make a trigger for Any Unit Dies, add the condition that the unit that killed it is a ghost, check for the buff, and if that buff is present, give the ghost some life.
@DarkShape80: Go Well, then easier way is:
If any unit of player 2 takes fatal damage from (ghost-snipe) then i give some health to the ghost. Problem is i didn't find an action that gives health to unit, and i don't know how to make event "if any unit OF PLAYER 2...".
I don't feel like testing this to see if it works, but my idea is this..
Launch Missile's effect -> impact effect: Do effect (persistent)
Inside effect (persistent), the initial effect is the effect (damage).
Period set to like 0.1 seconds. Period count 1.
the final effect is effect (apply buff)
Inside the (apply buff) effect is a validator that checks if target is dead.
So then rocket is fired, it lands, causes the persistent effect to trigger (initially dealing damage, and then doing the final effect to apply buff to caster, but buff portion only applies if validator (target is dead) is true.