Im making my own map in which I have a A.R.E.S.(Big tanky thing) and I have added it an ability that spawns a marine.
I noticed that when the marine kills units the kill credits also passes out the ARES as well.So in a nutshell if the marine kills 10 zerglings the ARES kill counter will be 10.But heres the problem....
In my other modified Brood-Lord I added an ability that spawns 2 banelings.So far so good.But when the banelings go and explode on other units and killing them the Brood-Lord kill counter stays the same.So if the banes killed 10 zerglings the Brood-Lord kill counter stays the same 0.
Why is that happening and how can I fix that...Im killing my brain trying to figure it out....Any replies would be much appreciated.
I assume, you used a behavior based on the default Timed Life behavior in both cases, which is applied via the Create Unit effect? These have, by default, set the Kill Credit field to Caster or Source, I believe. This results in all kills for that unit to be passed along to the respective caster or source of the Create Unit effect.
For your Ares, this would be the Ares itself, thus working as expected.
The Broodlord is a little more complicated; the Create Unit effect is actually casted by the escort broodling units, which get shot to the targets as a missile, so the reference to the original Broodlord is lost after impact.
To solve this, you can try other options for the Kill Credit field, maybe specify an effect to pass the kills to the caster of the first effect in the effect chain, which would be the broodlord again.
i tried messing around wih the kill credit fields but nothing happens..Just to know I have removed the broodlings from the brood-lord and its only him now.
Let me show you the ability
Ability : Summon Banelings
-Actors: Summon Banelings
-Behaviours: Auto-Turret Timed Life
-Buttons : BLABLABLA
-Effects : Raven - Auto Turret Timed Life
-SpawnBanelings (Create Unit)
-Timed Life Fate
--Units: Brood-Lord
-Baneling
I think because the banelings suicides they dont pass the kills.Just an idea....I hope you understand.Thanks
The suicide could indeed be a problem, because dying units lose their behaviors. You could try to replace the timed life fate with the damage effect of the suicide (in a set, so you can still call the timed life fate). This way, you could cast the damage by the broodlord.
I didnt find a solution in the data editor so I made it work with triggers...Although the triggers made my life miserable xD..Spending hours messing with variables but in the end it was a mistake by me..It was infront of me all the time...But I saw it.......and.............BAM..There you have it xD..Thanks Kueken for your time and help.
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Hi all
Im making my own map in which I have a A.R.E.S.(Big tanky thing) and I have added it an ability that spawns a marine. I noticed that when the marine kills units the kill credits also passes out the ARES as well.So in a nutshell if the marine kills 10 zerglings the ARES kill counter will be 10.But heres the problem....
In my other modified Brood-Lord I added an ability that spawns 2 banelings.So far so good.But when the banelings go and explode on other units and killing them the Brood-Lord kill counter stays the same.So if the banes killed 10 zerglings the Brood-Lord kill counter stays the same 0.
Why is that happening and how can I fix that...Im killing my brain trying to figure it out....Any replies would be much appreciated.
I assume, you used a behavior based on the default Timed Life behavior in both cases, which is applied via the Create Unit effect? These have, by default, set the Kill Credit field to Caster or Source, I believe. This results in all kills for that unit to be passed along to the respective caster or source of the Create Unit effect.
For your Ares, this would be the Ares itself, thus working as expected.
The Broodlord is a little more complicated; the Create Unit effect is actually casted by the escort broodling units, which get shot to the targets as a missile, so the reference to the original Broodlord is lost after impact.
To solve this, you can try other options for the Kill Credit field, maybe specify an effect to pass the kills to the caster of the first effect in the effect chain, which would be the broodlord again.
Does this make any sense to you?
@Kueken531: Go
this was helpful..i'll try it and tell you the results..Ty btw
@Kueken531: Go
i tried messing around wih the kill credit fields but nothing happens..Just to know I have removed the broodlings from the brood-lord and its only him now. Let me show you the ability
Ability : Summon Banelings
-Actors: Summon Banelings-Behaviours: Auto-Turret Timed Life-Buttons : BLABLABLA-Effects : Raven - Auto Turret Timed Life-SpawnBanelings (Create Unit)
-Timed Life Fate
--Units: Brood-Lord-Baneling
I think because the banelings suicides they dont pass the kills.Just an idea....I hope you understand.Thanks
The suicide could indeed be a problem, because dying units lose their behaviors. You could try to replace the timed life fate with the damage effect of the suicide (in a set, so you can still call the timed life fate). This way, you could cast the damage by the broodlord.
@Kueken531: Go
should the banelings have the kill credit flag on?
Makes no difference, this flag just determines, if enemies get a kill, when they kill a baneling.
@Kueken531: Go
stll nothing god damn it..Im gonna keep trying
@CosmaOne: Go
I didnt find a solution in the data editor so I made it work with triggers...Although the triggers made my life miserable xD..Spending hours messing with variables but in the end it was a mistake by me..It was infront of me all the time...But I saw it.......and.............BAM..There you have it xD..Thanks Kueken for your time and help.