So as so many other I've got a unit who shoots projectiles in form of flying terrain height ignoring dummy units who explode on impact with other units. I've realized though, that if you stand on a cliff above some units, once oyu fire the projectiles will still explode above the units and kill them, even though they are flying above them. So I was wondering if there is a way to either stop my projectiles from going through walls / off cliffs or, stop the search behavior from detecting unit that are not on the same cliffheight as they are? Any help is welcome
yes, yes, and yes. the answer is in a validator of clifflevel type. make an effect such as 'suicide' and make it check the cliff level with a persistent right in front of it. or, make the 'search for enemies' thing validate same cliff level. u can do w/e u want, its all in the validator though-
they are conditions for your effects / data editor. they are very nice and once you start with them youll have so much more power / freedom to do things. you can even use them in your events+ field of actors. the only thing tricky about them at first is making sure theyre selected the 'source' as 'caster' or 'target'. as long as you got that down you should be able to understand it A-ok.
otherwise itll look like it hsould work, but its trying to validate a 'target' that doesnt exist. (when it would seemingly be sposed to be validating the 'caster' or vice versa)
Yes i realize theysort of work like conditions do for triggers, only for effects, however when I'm in my damage effect, how do i apply it to this effect? There is already a premade source unit to target unit cliff heigh validator in the editor, I'm guessing I just need to apply it
you can use the premade one, but it may not be perfect for what you want. just trial n error it. i learned the cliff validators when i was making a cliff jump ability, i needed it to only be castable on different cliff levels.
how i would do what youre doing (thinking youre using a missile and not a laser type projectile)
make the launch missile effect, yada yada. make the missile with a behavior that does a search effect every .1 seconds or w/e.
the search effect filters out to look for enemies, and the fffect is a suicide effect to kill the missile. the suicide effect is where youd put the validator i believe. it will search and before it 'complies' with saying 'hey ive seearched and found this enemy, its time to kill the missile' it will more or less go 'hey, ive found this enemy, i better validate this setting before i kill the missile'.
then with the missile make an aoe on death effect. thats what id do. it would make the missile only explode to things on the same level, and would damage things below it that way, hell i would think a missile blowing up that close over your head would dmg if not kill you. but you can add validators for the damage as well, just keep at it and youll get it all working.
I'm sorry to keep bothering you, and you've already been a great help... However I think you've misunderstood where I'm stuck, I realize what teh validator would do and how it works (atleast in such a simple case) What I'm asking at this moment however is how i simply actually add the validator to an effect, I don't see any "validator(s)" field under any of the effect types, sorry if you missunderstood
So as so many other I've got a unit who shoots projectiles in form of flying terrain height ignoring dummy units who explode on impact with other units. I've realized though, that if you stand on a cliff above some units, once oyu fire the projectiles will still explode above the units and kill them, even though they are flying above them. So I was wondering if there is a way to either stop my projectiles from going through walls / off cliffs or, stop the search behavior from detecting unit that are not on the same cliffheight as they are? Any help is welcome
@MaMasToast: Go
yes, yes, and yes. the answer is in a validator of clifflevel type. make an effect such as 'suicide' and make it check the cliff level with a persistent right in front of it. or, make the 'search for enemies' thing validate same cliff level. u can do w/e u want, its all in the validator though-
I'm not at all sure how to apply a validator to a searcher :/
@MaMasToast: Go
you dont [put the validatoro n the esarch effect, you put it on the effect that the searcher applies.
ex) search thing searches for enemies then does a create damage effect.
youd put the validator on the create damage, not the searcher.
Quite possible, but I still don't know work to do this, never worked with validators before, didn't even know they existed :P
@MaMasToast: Go
they are conditions for your effects / data editor. they are very nice and once you start with them youll have so much more power / freedom to do things. you can even use them in your events+ field of actors. the only thing tricky about them at first is making sure theyre selected the 'source' as 'caster' or 'target'. as long as you got that down you should be able to understand it A-ok.
otherwise itll look like it hsould work, but its trying to validate a 'target' that doesnt exist. (when it would seemingly be sposed to be validating the 'caster' or vice versa)
gl im outta here till later 2nite-
Yes i realize theysort of work like conditions do for triggers, only for effects, however when I'm in my damage effect, how do i apply it to this effect? There is already a premade source unit to target unit cliff heigh validator in the editor, I'm guessing I just need to apply it
@MaMasToast: Go
you can use the premade one, but it may not be perfect for what you want. just trial n error it. i learned the cliff validators when i was making a cliff jump ability, i needed it to only be castable on different cliff levels.
how i would do what youre doing (thinking youre using a missile and not a laser type projectile)
make the launch missile effect, yada yada. make the missile with a behavior that does a search effect every .1 seconds or w/e.
the search effect filters out to look for enemies, and the fffect is a suicide effect to kill the missile. the suicide effect is where youd put the validator i believe. it will search and before it 'complies' with saying 'hey ive seearched and found this enemy, its time to kill the missile' it will more or less go 'hey, ive found this enemy, i better validate this setting before i kill the missile'.
then with the missile make an aoe on death effect. thats what id do. it would make the missile only explode to things on the same level, and would damage things below it that way, hell i would think a missile blowing up that close over your head would dmg if not kill you. but you can add validators for the damage as well, just keep at it and youll get it all working.
I'm sorry to keep bothering you, and you've already been a great help... However I think you've misunderstood where I'm stuck, I realize what teh validator would do and how it works (atleast in such a simple case) What I'm asking at this moment however is how i simply actually add the validator to an effect, I don't see any "validator(s)" field under any of the effect types, sorry if you missunderstood
@MaMasToast: Go
its a field in the effect type, like under the effect 'create damage' there is a field WITHIN THE EFFECT YOU ARE VALIDATING called validators+