i want to check if a unit of a specific type (colossus, thor, ...) enters range of another unit (infestor). If so i want the infestor to cast neural parasite on that unit. The last part is easy, but i can't figure out how to check if a unit has entered the range of another unit. Maybe i finally need to learn the data editor to do this easily?
Nevertheless, i still can't do it with that event, because for "unit" i can only choose specific units that already are on the map (or any unit). I can't choose "infestor" or "thor". I want this trigger to run everytime a (for example) thor enters the range ob my infestor. Any ideas? ( i need it to be something like "Any Unit enters range of Infestor" and then i could check in the conditions if the triggering unit was a thor/colossus whatever...)
Can you tell me exactly what to do? Cause for *Unit* in "Any Unit enters range of *Unit*" i can select nothing useful. I can only select stuff like "last created unit" and "unit rally point target unit", which doesn't make any sense to me.
7MM3 means, when you done with "Unit Enters/Leaves Range Of Unit" event command, put the "Unit Type" command (as "Comprasion") in "Condition".
Set it as "Triggering Unit" == "Your Specific Unit )) Thor or Colossus"
MeleeInitializationEventsUnit-AnyUnitEntersadistanceof1.0fromInfestor(Spellcaster)[25.20,31.54]LocalVariablesConditionsOrConditions(Unittypeof(Triggeringunit))==Colossus(Unittypeof(Triggeringunit))==ThorActionsUnit-OrderInfestor(Spellcaster)[25.20,31.54]to(Infestor-Infestor-NeuralParasite(Triggeringunit))(ReplaceExistingOrders)UI-Display"Your brain just exploded with candy..."for(Allplayers)toSubtitlearea
Merry christmas
Edit: Just remember, the infestor will still need enough energy to cast it.
Yes. That's if you place an infestor in the terrain editor and then select that infestor to cast the spell. But i want it to happen for every Infestor that is created throughout the game, even if i don't place it in the terrain editor!
Edit: To be more specific:
I have a building on my map that spawns an infestor every X seconds of game time. After it is created it is issued an order to attack to the other side of the map (i gave the Infestor the attack ability and a weapon which does no damage). When the infestor starts to attack i tell it to Fungal Growth the position of the target instead. Now if a huge unit like Thor/Colossus (which btw was spawned by another building on the map) enters a range of 9 around that Infestor it shouldn't use the Fungal Growth, but instead use Neural Parasite on the Thor/Colossus.
I see your problem now. And for some reason, its not even letting me use a Unit variable. :/ Which confuses me, but oh well.
I don't know then, if I stumble across something I'll bring it up. I know I've had this problem before, and I got around it, I just don't remember how.
But theres gotta be some way, i guess i'll just have to start learning the data editor, i bet it's not that hard to add a behaviour to the unit that does what i want.
The problem with that is that if he has a building spawning infestors, he could have a disgustingly large number of them.
He would need to have a region for every infestor possible on the map.
The only real way I could think of overnight was to give each infestor a Behavior - Buff, that has a period of say... 1 second, mabye a bit less, that will run a Search Area effect, which then casts your skill. To limit this to Thors and Colossus, you would need a validator, which I don't know how to use properly yet.
I don't see anything wrong in having a lot of regions ;D
However, there might be some problems with my solution, especially in tracking down which infestor triggered the region event. I'll look into it when I have more time on my hands.
An aura solution would definitly be the simplest but I can't find the tutorial I was thinking about. It might be the Bifuu's one apart that I remembered it was a written one, and not a video.
I've seen weapons (or as someone suggested as a workaround, autocast effects) suggested as proximity detection. I don't have a link to the thread, but the gist of it was to create a weapon with an effect that does 0 damage. Then use a trigger on Unit Takes Damage, specifying the effect.
I'm not sure what hurdles there would be in putting this on an active unit (e.g. if it were doing something else, it wouldn't atk/autocast). I think there are threads on making an attack use both weapons at once.
Just noticed you said you weren't familiar with the data editor. I think Riley has a quick guide on custom trigger hooks (which is what this approach is), and there are plenty on creating custom weapons and effects.
7MM3s solution sounds most promising, so i will try to implement that when i got some time. I will need to learn the data editor anyways, so i better start using it sooner than later. Also creating a custom trigger hook sounds interesting, will have a look at that too.
Creating a region for every Infestor sounds too complicated, there can be lots and lots of them (theoretically hundreds...) and the way i see it, i would have to create a trigger for every single one of them (so to be sure i had to create a few hundred triggers just for that, and i want to implement something like this for other units too, so.. not doable :))
Make the ability itself auto-cast while limiting it to the exact units you want. It has level, filters, range, validators, arc, etc all built into the ability already. No need to make such a complex workaround for something the ability can already do :)
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Hi,
i want to check if a unit of a specific type (colossus, thor, ...) enters range of another unit (infestor). If so i want the infestor to cast neural parasite on that unit. The last part is easy, but i can't figure out how to check if a unit has entered the range of another unit. Maybe i finally need to learn the data editor to do this easily?
Greetz Error Ash
Um... Maybe i missed something in your post... What about "Unit Enters/Leaves Range Of Unit" event command? You tried?
Actually i totally overlooked that one...
Nevertheless, i still can't do it with that event, because for "unit" i can only choose specific units that already are on the map (or any unit). I can't choose "infestor" or "thor". I want this trigger to run everytime a (for example) thor enters the range ob my infestor. Any ideas? ( i need it to be something like "Any Unit enters range of Infestor" and then i could check in the conditions if the triggering unit was a thor/colossus whatever...)
@ErrorAsh: Go
Use that trigger with the condition Unit is of Type.
I still don't get it :/
Can you tell me exactly what to do? Cause for *Unit* in "Any Unit enters range of *Unit*" i can select nothing useful. I can only select stuff like "last created unit" and "unit rally point target unit", which doesn't make any sense to me.
@ErrorAsh: Go
7MM3 means, when you done with "Unit Enters/Leaves Range Of Unit" event command, put the "Unit Type" command (as "Comprasion") in "Condition". Set it as "Triggering Unit" == "Your Specific Unit )) Thor or Colossus"
@ErrorAsh: Go
Merry christmas
Edit: Just remember, the infestor will still need enough energy to cast it.
Yes. That's if you place an infestor in the terrain editor and then select that infestor to cast the spell. But i want it to happen for every Infestor that is created throughout the game, even if i don't place it in the terrain editor!
Edit: To be more specific:
I have a building on my map that spawns an infestor every X seconds of game time. After it is created it is issued an order to attack to the other side of the map (i gave the Infestor the attack ability and a weapon which does no damage). When the infestor starts to attack i tell it to Fungal Growth the position of the target instead. Now if a huge unit like Thor/Colossus (which btw was spawned by another building on the map) enters a range of 9 around that Infestor it shouldn't use the Fungal Growth, but instead use Neural Parasite on the Thor/Colossus.
I see your problem now. And for some reason, its not even letting me use a Unit variable. :/ Which confuses me, but oh well.
I don't know then, if I stumble across something I'll bring it up. I know I've had this problem before, and I got around it, I just don't remember how.
Ah, too bad :(
But theres gotta be some way, i guess i'll just have to start learning the data editor, i bet it's not that hard to add a behaviour to the unit that does what i want.
@ErrorAsh: Go
It should be relatively close to this, no?
I guess you can adapt it quite easily to your case, just add an attached circle to the main region each time an infestor is created.
And there's also an aura tutorial in case you didn't see!
@Moooyaah: Go
The problem with that is that if he has a building spawning infestors, he could have a disgustingly large number of them.
He would need to have a region for every infestor possible on the map.
The only real way I could think of overnight was to give each infestor a Behavior - Buff, that has a period of say... 1 second, mabye a bit less, that will run a Search Area effect, which then casts your skill. To limit this to Thors and Colossus, you would need a validator, which I don't know how to use properly yet.
@7MM3: Go
I don't see anything wrong in having a lot of regions ;D
However, there might be some problems with my solution, especially in tracking down which infestor triggered the region event. I'll look into it when I have more time on my hands.
An aura solution would definitly be the simplest but I can't find the tutorial I was thinking about. It might be the Bifuu's one apart that I remembered it was a written one, and not a video.
7MM3s solution sounds most promising, so i will try to implement that when i got some time. I will need to learn the data editor anyways, so i better start using it sooner than later. Also creating a custom trigger hook sounds interesting, will have a look at that too.
Creating a region for every Infestor sounds too complicated, there can be lots and lots of them (theoretically hundreds...) and the way i see it, i would have to create a trigger for every single one of them (so to be sure i had to create a few hundred triggers just for that, and i want to implement something like this for other units too, so.. not doable :))
Thanks a lot guys!
Make the ability itself auto-cast while limiting it to the exact units you want. It has level, filters, range, validators, arc, etc all built into the ability already. No need to make such a complex workaround for something the ability can already do :)