Got the bounce to work. The reason why it didn't work was because the unit died.
I have although in my Set, the Behaviour first and then the Damage, but it still doesn't work :(
So you figured it out?
If this remains a problem, you can try setting the damage to go off slightly after the buff.
Also, on the buff I had to use Effect - Initial instead of Periodic to trigger the next effect in line, otherwise it didn't do anything. Try it, it may solve the death problem.
Try this, would be possible and won't use any behavior (I think)
Well, in effect [Search] (such as Mutalisk search effect of its attack). In option [exclude], put effect [Missile] of your weapon (Chain Lightning) with [Target] option chosen.
Example: Exclude - Mutalisk Missile - Target <= something like this
This means you should put 1 more option like this for the 2nd bounce (Mutalisk Missile Bounce ) and 3rd bounce (Mutalisk Missile Bounce 2), and so on
So, when the first missile is launched and impact, it will search for the unit that wasn't hit by the 1st missile, the 2nd one wouldn't search for the 1st target and the 2nd target, the 3rd won't search for the 1st, 2nd, 3rd unit => no unit will get hit twice and no behavior is needed.
I was successfully use this to make a multiple unit attack at once with no unit get hit twice. Didn't try to make a chain lightning though, hope this could help. I would probably try to make a chain lightning attack. Right now, making a line AOE attack like lurker would be a challenge to use its missile efficiently.
I'm busy now so I couldn't present it in the easy imaginable way.
@ShadowThanatos: Go
Everything seems to work now.
The only problem I have is that it can jump back to the previous target.
I tried your suggestion but i couldn't seem to get it to work.
I got some problems to........
My multi-attack ability make my unit attack twice to the initial unit and once to another nearby unit........I got caught in a crazy situation right now :(
May be I will start working on Chain Lightning right after taking the national test :D
Does anyone have any ideas of making Line AOE attack like Lurker and is it possible to make Spine Crawler attack bounce around with its tentacle?
Remember to create a validator for each Buff and to add all the validators to each jump so you have:
Ability target: no validation (First Buff will be applied here)
First Jump: Validate Buff 1
Second Jump: Validate Buff 1 and Buff 2
Third Jump: Validate Buff 1, Buff 2 and Buff 3
And that's it!
I'm not sure if it's really necessary, but it works for me so I'm sticking with it ;)
I hope that made any sense ^^
Well, as long as it still working, everything makes sense :D
Hey, the behavior doesn't do anything to the unit, right?
BTW, has anyone here remade the Temporary Rift (Time Bomb)? I make it stops the missile but I don't know how to make it stop slowly and drop all the missile down to the ground like in the trailer. (Out of topic)
The behaviour is just a Buff that last for 0.1 sec and the validator checks the unit for that buff so it wont jump to the same target. And the buff has an Initial effect for the next Search effect.
The behaviour is just a Buff that last for 0.1 sec and the validator checks the unit for that buff so it wont jump to the same target. And the buff has an Initial effect for the next Search effect.
I assume you are checking the validator on the effect set rather than the Search itself right? I was going to try this, but I was worried that the Search would pick out the same target regardless and then the Set would stop it because of the validator, and rather than bouncing back to the original target, the bolt would sometimes just stop bouncing altogether (because if the Search finds a single target, it stops, and the effect it executes is stopped by its validator, so everything ends).
Yep it's on the Set effect.
I have tried to spam the hell out of it and done whatever I can to bug it but so far it's working like a charm.
Currently it only bounces three times so maybe when i get more bounces something will happen.
That time that sorrow ;)
So it may just be that the Search effect is smart enough to always pick out units that are eligible for it's effect. If that's the case, it would be a great boon!
This would be pretty easy to test... Drop a whole bunch of units in an area that fail a validator, and one unit on the edge which satisfies the validator, use a large search effect on the middle of the group that triggers an effect that has the validator, and see if the Search "finds" the needle in the haystack or if it just picks something and fails to go on.
Amazing. It works. I put a whole bunch of drones, added a "Is Ultralisk" validator to the Nuke - Damage effect, created a Search that applied the Nuke - Damage effect (the Search itself had NO validators and NO filters). And I added the Search effect to an ability.
I used the ability on the middle of the drones, and the Ultralisk blew up! I thought Search just kind of picked randomly or based on proximity, but it seems it actually is a SEARCH. It will only pick a target that is valid for the effect!
This is really great to know... There are so many possibilities. You can actually have effects that search for specific units by giving those units unique behaviors and having validators that look for those behaviors! I could have one ability that "marks" a target, and then another ability on a completely different that blows up my "marked" target... No matter where he is! And no triggers!
Does anyone here have a version that doesn't require a new buff/set/search/validator per bounce? I've tried, but there's one fundamental problem with my approach: the number of bounces is stored on the caster, so if he dies the spell goes on forever (and validating "caster is alive" for every bounce isn't like WC3), and it limits me to 1 active spell per caster. The easiest way around this would be a dummy unit casting the spell, so how do I give the kills to the original caster? I'm using Behaviors to count the bounces, so it has to be a unit.
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Where'd you get the single lightning bolt icon? o.o
Got the bounce to work. The reason why it didn't work was because the unit died.
I have although in my Set, the Behaviour first and then the Damage, but it still doesn't work :(
So you figured it out? If this remains a problem, you can try setting the damage to go off slightly after the buff.
Also, on the buff I had to use Effect - Initial instead of Periodic to trigger the next effect in line, otherwise it didn't do anything. Try it, it may solve the death problem.
The lightning bolt icon is protoss-arguslink.
Try this, would be possible and won't use any behavior (I think)
Well, in effect [Search] (such as Mutalisk search effect of its attack). In option [exclude], put effect [Missile] of your weapon (Chain Lightning) with [Target] option chosen. Example: Exclude - Mutalisk Missile - Target <= something like this This means you should put 1 more option like this for the 2nd bounce (Mutalisk Missile Bounce ) and 3rd bounce (Mutalisk Missile Bounce 2), and so on
So, when the first missile is launched and impact, it will search for the unit that wasn't hit by the 1st missile, the 2nd one wouldn't search for the 1st target and the 2nd target, the 3rd won't search for the 1st, 2nd, 3rd unit => no unit will get hit twice and no behavior is needed.
I was successfully use this to make a multiple unit attack at once with no unit get hit twice. Didn't try to make a chain lightning though, hope this could help. I would probably try to make a chain lightning attack. Right now, making a line AOE attack like lurker would be a challenge to use its missile efficiently.
I'm busy now so I couldn't present it in the easy imaginable way.
@ShadowThanatos: Go Everything seems to work now.
The only problem I have is that it can jump back to the previous target.
I tried your suggestion but i couldn't seem to get it to work.
@Heu: Go
I got some problems to........ My multi-attack ability make my unit attack twice to the initial unit and once to another nearby unit........I got caught in a crazy situation right now :( May be I will start working on Chain Lightning right after taking the national test :D Does anyone have any ideas of making Line AOE attack like Lurker and is it possible to make Spine Crawler attack bounce around with its tentacle?
Finally got it to work!
I just added a Validator to the Set effect.
The validator is a "Unit Compare Behaviour Count"
And here is the settings:
Remember to create a validator for each Buff and to add all the validators to each jump so you have:
Ability target: no validation (First Buff will be applied here)
First Jump: Validate Buff 1
Second Jump: Validate Buff 1 and Buff 2
Third Jump: Validate Buff 1, Buff 2 and Buff 3
And that's it!
I'm not sure if it's really necessary, but it works for me so I'm sticking with it ;)
I hope that made any sense ^^
@Heu: Go
Well, as long as it still working, everything makes sense :D Hey, the behavior doesn't do anything to the unit, right?
BTW, has anyone here remade the Temporary Rift (Time Bomb)? I make it stops the missile but I don't know how to make it stop slowly and drop all the missile down to the ground like in the trailer. (Out of topic)
The behaviour is just a Buff that last for 0.1 sec and the validator checks the unit for that buff so it wont jump to the same target. And the buff has an Initial effect for the next Search effect.
I assume you are checking the validator on the effect set rather than the Search itself right? I was going to try this, but I was worried that the Search would pick out the same target regardless and then the Set would stop it because of the validator, and rather than bouncing back to the original target, the bolt would sometimes just stop bouncing altogether (because if the Search finds a single target, it stops, and the effect it executes is stopped by its validator, so everything ends).
Yep it's on the Set effect.
I have tried to spam the hell out of it and done whatever I can to bug it but so far it's working like a charm.
Currently it only bounces three times so maybe when i get more bounces something will happen.
That time that sorrow ;)
So it may just be that the Search effect is smart enough to always pick out units that are eligible for it's effect. If that's the case, it would be a great boon!
This would be pretty easy to test... Drop a whole bunch of units in an area that fail a validator, and one unit on the edge which satisfies the validator, use a large search effect on the middle of the group that triggers an effect that has the validator, and see if the Search "finds" the needle in the haystack or if it just picks something and fails to go on.
I'll do that right now.
Amazing. It works. I put a whole bunch of drones, added a "Is Ultralisk" validator to the Nuke - Damage effect, created a Search that applied the Nuke - Damage effect (the Search itself had NO validators and NO filters). And I added the Search effect to an ability.
I used the ability on the middle of the drones, and the Ultralisk blew up! I thought Search just kind of picked randomly or based on proximity, but it seems it actually is a SEARCH. It will only pick a target that is valid for the effect!
This is really great to know... There are so many possibilities. You can actually have effects that search for specific units by giving those units unique behaviors and having validators that look for those behaviors! I could have one ability that "marks" a target, and then another ability on a completely different that blows up my "marked" target... No matter where he is! And no triggers!
The editor is getting better and better for every day that passes :D
I have basically quitted WoW because this tool is so much fun to use.
I simply love it!
Does anyone here have a version that doesn't require a new buff/set/search/validator per bounce? I've tried, but there's one fundamental problem with my approach: the number of bounces is stored on the caster, so if he dies the spell goes on forever (and validating "caster is alive" for every bounce isn't like WC3), and it limits me to 1 active spell per caster. The easiest way around this would be a dummy unit casting the spell, so how do I give the kills to the original caster? I'm using Behaviors to count the bounces, so it has to be a unit.