How would I recreate this, I thought I had this for awhile but recently found a bug in my map so now I need to redo it.
Trigger 1
remove stealth
Events
Unit - Any Unit is issued an order to Move
Actions
Unit - Remove 1 Permanently Cloaked from (Triggering unit)
Trigger 2
add stealth
Events
Unit - Any Unit Becomes idle
Actions
General - Wait 0.9 Game Time seconds
Unit - Add 1 Permanently Cloaked to (Triggering unit) from player 1
seems like it would be perfect right? Well for the longest time I thought it was working, but noticed a way to cheat, if I press stop, then click move only once, I will be permanently cloaked until I press move again, long as I don't click somewhere else it would stay on me. This is because of the .9second wait my stealth gets added while I'm moving, so long as I don't stop, it would just stay on me, how would I just make the ability instead of dealing with triggers unless its an easy fix?
and in case people never played wc3 and don't know what shadowmeld is, though should be easy to tell from my trigger, its an ability that when you stay still for awhile, you become stealth, however, if you move or use abilities then you are unstealthed
something to do with that ^, when I took that out, I was cloaked forever when I clicked my ability. However when I do have it, when I click my ability, I see the buff for like .00001 second
Apply Revealed should have as a periodic effect (with a semi-low period, like 0.25) an effect which applies the Revealed buff to self. Set the Validator (Disabled) to "Unit Not Moving", or whatever that validator is called.
If you want WC3-style activated shadowmeld then your main shadowmeld behavior can have as its Validator (Remove) a validator that checks that the stack count of Revealed is 0. You can also make a requirement that checks for a behavior count of zero for Revealed and use that for the shadowmeld ability.
If you want it to be permanently passive then set the Validator (Disable) field for the cloaking behavior to the Not Revealed validator.
How do I get it to the ability all of it anyway, I have some, but I know Im missing something
I have a behavior (buff) named apply reveal .25 period, ive tried -1, and 1 for the period count validator disable CasterForcedOrWantsToMove
I have behavior (buff) reveal(based on cloak)
an effect (apply behavior) that applies reveal
then give my unit the ability I made which has the effect applies reaveal
So all that happens right now is I click it, and I am stealth for however long the duration I put is
Seems I either make it so no stealth at all, or I stealth but not that long
What part is wrong?
I want it exactly like wc3 pretty much, anytime I stop whether its from, pressing stop button, pressing the ability button, or just comming to a stop because I reached my clicking point, I will stealth after around 1 second, anytime I move/cast, I will lose the stealth
My bad I thought the "Unit Is Moving" validator was built in but I guess I made it myself. CasterForcedOrWantsToMove is not the right validator, that just checks the unit's tactical AI. To make the validator you need, dupe "Caster Is Stationary" and change the Compare field to "Greater Than".
The period count for the Apply Reveal buff should be -1.
I forgot to mention, the duration of the Revealed buff should be how long the unit must wait after it stops moving to be able to shadowmeld.
Make the ability itself type Instant - Effect and make the effect Apply Behavior, have it apply the Hidden behavior to the caster. Now we're 3/4 there: you can cast shadowmeld and it will automatically break on movement. The only thing that's left is to make a Requirement to use the ability, and the requirement should check that the Revealed behavior isn't present. Link the requirement to the ability (in the ability's Commands field) and now you have the whole enchilada.
To make it autocast, you just need to enable autocast in the ability.
Oops I forgot CasterForcedTo... is the wrong validator :3
Riley's explanation is good & I think a good resource to use would also be the Overlord's Generate Creep, which I believe only works when the unit is stationery.
It seems to be the opposite, when I move I get the buff, and its still weird on timing, sometimes it last long
Ill be your best friend, if you make it for me lol, sux Ive had this map done 4 ever, and just waiting on release to publish, and find this bug 1 day b4 release :(. Might need to publish and just hope no one finds I guess
How would I recreate this, I thought I had this for awhile but recently found a bug in my map so now I need to redo it.
Trigger 1 remove stealth Events Unit - Any Unit is issued an order to Move
Actions Unit - Remove 1 Permanently Cloaked from (Triggering unit)
Trigger 2 add stealth Events Unit - Any Unit Becomes idle
Actions General - Wait 0.9 Game Time seconds Unit - Add 1 Permanently Cloaked to (Triggering unit) from player 1
seems like it would be perfect right? Well for the longest time I thought it was working, but noticed a way to cheat, if I press stop, then click move only once, I will be permanently cloaked until I press move again, long as I don't click somewhere else it would stay on me. This is because of the .9second wait my stealth gets added while I'm moving, so long as I don't stop, it would just stay on me, how would I just make the ability instead of dealing with triggers unless its an easy fix?
and in case people never played wc3 and don't know what shadowmeld is, though should be easy to tell from my trigger, its an ability that when you stay still for awhile, you become stealth, however, if you move or use abilities then you are unstealthed
@threeleven: Go
Just make an autocast ability that takes 0.9 seconds to cast and adds the behavior cloak
In the cloak behavior use the validator CasterForcedOrWantsToMove on the remove section.
Will require some tinkering, but that's basically how I would do it.
@xenrathe: Go
hmm i took the permently cloaked behavior and made an effect that adds ^ the ability has that effect^
the duration of cloak is 9999(0 seems go away right away) but so does this, not sure what I'm doing wrong
@threeleven: Go
Hmm CasterForcedOrWantsToMove
something to do with that ^, when I took that out, I was cloaked forever when I clicked my ability. However when I do have it, when I click my ability, I see the buff for like .00001 second
Make two behaviors: Revealed, and Apply Revealed.
Apply Revealed should have as a periodic effect (with a semi-low period, like 0.25) an effect which applies the Revealed buff to self. Set the Validator (Disabled) to "Unit Not Moving", or whatever that validator is called.
If you want WC3-style activated shadowmeld then your main shadowmeld behavior can have as its Validator (Remove) a validator that checks that the stack count of Revealed is 0. You can also make a requirement that checks for a behavior count of zero for Revealed and use that for the shadowmeld ability.
If you want it to be permanently passive then set the Validator (Disable) field for the cloaking behavior to the Not Revealed validator.
@RileyStarcraft: Go
Revealed is what type of behavior? and apply revealed is what kind of behavior? I don't see periodic effect
is apply revealed an effect? I can find persistant effect, but still lost on what to do lol
All those behaviors are buffs.
@RileyStarcraft: Go
How do I get it to the ability all of it anyway, I have some, but I know Im missing something
I have a behavior (buff) named apply reveal .25 period, ive tried -1, and 1 for the period count validator disable CasterForcedOrWantsToMove
I have behavior (buff) reveal(based on cloak) an effect (apply behavior) that applies reveal
then give my unit the ability I made which has the effect applies reaveal So all that happens right now is I click it, and I am stealth for however long the duration I put is Seems I either make it so no stealth at all, or I stealth but not that long
What part is wrong?
I want it exactly like wc3 pretty much, anytime I stop whether its from, pressing stop button, pressing the ability button, or just comming to a stop because I reached my clicking point, I will stealth after around 1 second, anytime I move/cast, I will lose the stealth
My bad I thought the "Unit Is Moving" validator was built in but I guess I made it myself. CasterForcedOrWantsToMove is not the right validator, that just checks the unit's tactical AI. To make the validator you need, dupe "Caster Is Stationary" and change the Compare field to "Greater Than".
The period count for the Apply Reveal buff should be -1.
I forgot to mention, the duration of the Revealed buff should be how long the unit must wait after it stops moving to be able to shadowmeld.
Make the ability itself type Instant - Effect and make the effect Apply Behavior, have it apply the Hidden behavior to the caster. Now we're 3/4 there: you can cast shadowmeld and it will automatically break on movement. The only thing that's left is to make a Requirement to use the ability, and the requirement should check that the Revealed behavior isn't present. Link the requirement to the ability (in the ability's Commands field) and now you have the whole enchilada.
To make it autocast, you just need to enable autocast in the ability.
@RileyStarcraft: Go
Oops I forgot CasterForcedTo... is the wrong validator :3
Riley's explanation is good & I think a good resource to use would also be the Overlord's Generate Creep, which I believe only works when the unit is stationery.
@RileyStarcraft: Go
It seems to be the opposite, when I move I get the buff, and its still weird on timing, sometimes it last long
Ill be your best friend, if you make it for me lol, sux Ive had this map done 4 ever, and just waiting on release to publish, and find this bug 1 day b4 release :(. Might need to publish and just hope no one finds I guess
@threeleven: Go
Any other ideas?
@threeleven: Go
one last bump, in hopes of being able to publish my map today
@threeleven: Go
PM me your map three
or attach it for me