I made a spell similar to Diablo 2's charged bolt. To do so, I gave the projectile unit created by the Launch Missile effect a buff that has a periodic search effect, which upon finding a nearby unit, applies a damage effect, and then removes itself. I also created some weapons that work in this manner, as well.
The problem is, the casting unit does not kill credit for this, nor experience. I tried simply giving the projectile units the veterancy behavior, but that messes up the sharing.
I assume this problem occurs because the buff on the projectile is not tied directly into the ability.
Is there a way I'm supposed to be creating this type of ability that is different than this?
I looked at using a periodic offset for the search, instead of the projectile having a buff, but I don't see how I could have a random offset, which the spell requires.
Instead of making the behavior native to the projectile unit you need to have the caster unit apply the behavior to the projectile. The best way to do this is via a search area effect triggered by the launch missile effect (Launch Effect field.) This will cause everything to behave correctly.
This has the added benefit of putting everything under the same effect tree so you can use markers to validate that a unit only takes damage once from the projectile (if you want it to pass-through instead of detonate on impact.)
I made a spell similar to Diablo 2's charged bolt. To do so, I gave the projectile unit created by the Launch Missile effect a buff that has a periodic search effect, which upon finding a nearby unit, applies a damage effect, and then removes itself. I also created some weapons that work in this manner, as well.
The problem is, the casting unit does not kill credit for this, nor experience. I tried simply giving the projectile units the veterancy behavior, but that messes up the sharing.
I assume this problem occurs because the buff on the projectile is not tied directly into the ability.
Is there a way I'm supposed to be creating this type of ability that is different than this?
I looked at using a periodic offset for the search, instead of the projectile having a buff, but I don't see how I could have a random offset, which the spell requires.
@Vexal:
Bump (from 3rd page).
@Vexal:
Bump
@Vexal: Go
I believe you have to create an ability with an AoE range of .1 or something like that, have it collidable and, I don't know what to do after that.
Instead of making the behavior native to the projectile unit you need to have the caster unit apply the behavior to the projectile. The best way to do this is via a search area effect triggered by the launch missile effect (Launch Effect field.) This will cause everything to behave correctly.
This has the added benefit of putting everything under the same effect tree so you can use markers to validate that a unit only takes damage once from the projectile (if you want it to pass-through instead of detonate on impact.)
I accidentally made a weapon you can dodge, heh. If you still need help with this send me a PM.
I need to do this as well. Does anyone have a sample map with something working we can look at ? :)
@RileyStarcraft:
Thanks! I never thought of that.
@Vexal:
How can I be sure it applies to the correct projectile? The spell has a cooldown of 0.
A combination of unit type and behavior count validators.