Ok, so i've been working on this ability, well 2 rather. One is a basic throw grenade (Effect - Target), the other makes grenade (Effect - Instant) for the throw grenade ability. Everything works right except one thing. I have my triggers set up so they add/subtract charge counts when needed, the problem is that if I hit cancel, to cancel making the grenade, the trigger still adds a grenade, which I want it to cancel the action. I thought about using Stop Trigger, but I don't want it to kill EVERY instance of the trigger (because other units may be "making" grenades). If anyone has a clue or idea please help.
Heres the base trigger
Event - Any Unit is issued order to make grenade
Action -
Wait x seconds (to sync with cast time, x)
Enviroment - Execute modify unit effect on target (triggering unit) by caster (triggering unit)
[the modify unit effect modifies the charge count]
This all works fine, except for when you hit cancel
I'm still new to making maps and I'm currently wrestling with the grenade charge counts (the step before what you're at). I would look to see how the Protoss Carrier handles it's interceptors. Maybe there will be a clue in there, and maybe there will be an ability or two you can dupe and modify to suit your purpose.
For what i'm trying to accomplish i'm using triggers to modify the action of the abilities. Everything works except for when the unit cancels the action, the grenade is still made. I'm looking for something thats similar to
[If unit uses ability command (cancel)
then stop executing the trigger]
I've tried a while loop, but I don't think I had the conditions set up right
ah, yeh i first started using the interceptor ability, but the throw grenade is not a weapon type, as the carriers use in the weapon array, its an effect - target ability. An the modify unit - add charge count effect doesnt seem to work with the arm magazine ability
Well, until someone who actually knows what's to do can give some input I can only provide you with some suggestions to look into and play around with. I noticed that there were a couple of different kinds of cancel abilities available when I tried to make a cancel used trigger. You're right, the interceptor is different because it's a unit, so I would look into how the ghost academy arms a nuke, and cancels it.
Haha, I got it. Ok, without using triggers, I used the same charge link for both abilities, and made the charge location for both abilities at the unit. Also, in order to keep the make grenade ability from greying out, I made the max charge and starting charge count for the make grenade ability 1 higher than the throw grenade ability. Then I set the charge hidecount to enabled. Works perfectly.
Good work. If you don't mind, I'm having a little trouble with my own grenade triggers. Rather than having the unit make them, I have them dropping. The problem I'm having right now is that it seems like there is no single action to set the number of charges an ability has (like setting them to current charges + 1 when a unit picks up the grenade) so I'm trying to have my triggers set the number of charges that have been used. The error is that I'm either using the wrong trigger or the wrong label for the charge.
I'm using
Unit - Add 10.0 Charges used for charge "RaynorTossGrenade" on ability "Raynor - Toss Grenade lv1" on unit "Nova [44.27, 36.60]"
which, from the wording seems like it should make the number of charges left as 0 if the current amount is 10. It's not doing that.
Instead, try creating a modify unit effect, an in the effect, under the cost tab, change the charge cost to w/e you wish it to change by, and make sure you select the Cost - Ability to the ability you want to effect. (You may have to play around with the Cost - Player - Value under the cost tab of the effect) Then in your triggers, use
Environment - Execute (modify unit effect) on (target) from (triggering unit)
This should add (or remove) a charge based on the cost value you used in the effect.
Ok, so i've been working on this ability, well 2 rather. One is a basic throw grenade (Effect - Target), the other makes grenade (Effect - Instant) for the throw grenade ability. Everything works right except one thing. I have my triggers set up so they add/subtract charge counts when needed, the problem is that if I hit cancel, to cancel making the grenade, the trigger still adds a grenade, which I want it to cancel the action. I thought about using Stop Trigger, but I don't want it to kill EVERY instance of the trigger (because other units may be "making" grenades). If anyone has a clue or idea please help. Heres the base trigger Event - Any Unit is issued order to make grenade Action - Wait x seconds (to sync with cast time, x) Enviroment - Execute modify unit effect on target (triggering unit) by caster (triggering unit) [the modify unit effect modifies the charge count] This all works fine, except for when you hit cancel
bump
are you using the data editor or triggers?
I'm still new to making maps and I'm currently wrestling with the grenade charge counts (the step before what you're at). I would look to see how the Protoss Carrier handles it's interceptors. Maybe there will be a clue in there, and maybe there will be an ability or two you can dupe and modify to suit your purpose.
@torrasqu: Go
For what i'm trying to accomplish i'm using triggers to modify the action of the abilities. Everything works except for when the unit cancels the action, the grenade is still made. I'm looking for something thats similar to [If unit uses ability command (cancel) then stop executing the trigger] I've tried a while loop, but I don't think I had the conditions set up right
@Mienk: Go
ah, yeh i first started using the interceptor ability, but the throw grenade is not a weapon type, as the carriers use in the weapon array, its an effect - target ability. An the modify unit - add charge count effect doesnt seem to work with the arm magazine ability
What kind of cancel are you using for the ability?
@Mienk: Go
A command cancel ability that cancels the ability during the cast phase.
Well, until someone who actually knows what's to do can give some input I can only provide you with some suggestions to look into and play around with. I noticed that there were a couple of different kinds of cancel abilities available when I tried to make a cancel used trigger. You're right, the interceptor is different because it's a unit, so I would look into how the ghost academy arms a nuke, and cancels it.
Haha, I got it. Ok, without using triggers, I used the same charge link for both abilities, and made the charge location for both abilities at the unit. Also, in order to keep the make grenade ability from greying out, I made the max charge and starting charge count for the make grenade ability 1 higher than the throw grenade ability. Then I set the charge hidecount to enabled. Works perfectly.
Good work. If you don't mind, I'm having a little trouble with my own grenade triggers. Rather than having the unit make them, I have them dropping. The problem I'm having right now is that it seems like there is no single action to set the number of charges an ability has (like setting them to current charges + 1 when a unit picks up the grenade) so I'm trying to have my triggers set the number of charges that have been used. The error is that I'm either using the wrong trigger or the wrong label for the charge.
I'm using Unit - Add 10.0 Charges used for charge "RaynorTossGrenade" on ability "Raynor - Toss Grenade lv1" on unit "Nova [44.27, 36.60]"
which, from the wording seems like it should make the number of charges left as 0 if the current amount is 10. It's not doing that.
@Mienk: Go
Instead, try creating a modify unit effect, an in the effect, under the cost tab, change the charge cost to w/e you wish it to change by, and make sure you select the Cost - Ability to the ability you want to effect. (You may have to play around with the Cost - Player - Value under the cost tab of the effect) Then in your triggers, use
Thanks, something new to play around with. I haven't even begun playing with effects.
@Mienk: Go
No problem
Thanks again, that did the trick.
It's still going to bug me as to why the triggers I was trying to use didn't work; it seemed like everything was in order, including the charge link.