you mean so that when a unit is attacked they would be "thrown" up then come back down? Also do you want it to be unique to that unit so that when ever its hit it gets "thrown" up or "jumps" or do u want to make it so that whenever a certain unit uses an ability or attacks its target will be "thrown up" or "jumps".
Id need more detail (mostly the stuff i already mentioned) but to set u on the right track what i would use are "modify unit" effects and "apply force" effects. Modify unit can be used to change a units height, how phoenix can pick up units, and apply force can be used to move a unit, to or away from a point, sorta how the mother ship vortex ability brings stuff into it.
Through a somewhat makeshift way, you can simply edit the attacker's weapon. For example, a Marine:
Go to the Weapons tab, and select Marine - C-14 Gauss Rifle.
Change Effect - Effect to Phoenix - Anti-Gravity (Persistent).
This will cause the attacked unit to 'bounce' into the air when attacked. This also, however, removes the damage dealt by the weapon.
If you want it to do damage also, you have to change a couple of things around. To do so:
Go to the Effects tab, and select (or remake, to preserve the original) Phoenix - Anti-Gravity (Persistent).
Change Effect - Effect - Initial from Phoenix - Anti-Gravity (Persistent) to Marine - Gauss Rifle (Damage).
Change Effect - Effect - Final from (None) to Phoenix - Anti-Gravity (Persistent).
It seems as though you could interchange Effect Inital/Final for the damage effect, but the damage would be delayed to after the "jump" animation was played.
1. On the attacking unit's weapon, change the normal damage effect to a new "set" effect
2. Have this set effect apply 2 child effects, one for damage, the other for "pop"
3. The "pop" effect is an "apply behavior" type, which will apply a new "pop" behavior
4. Inside the pop behavior, go to the behavior modifications, and click the unit tab. Here, you can set the max height, and the time it takes to reach it
5. Set the duration of the behavior to match the total time the unit spends in the air
This way, you can set other effects of the behavior, such as "remove attack" "remove movement" etc.
Hello,
I was wondering if anyone knew if it was possible to apply a jump-type behavior to an attacked unit. (Such as a pop up attack)
@Atraeus:
you mean so that when a unit is attacked they would be "thrown" up then come back down? Also do you want it to be unique to that unit so that when ever its hit it gets "thrown" up or "jumps" or do u want to make it so that whenever a certain unit uses an ability or attacks its target will be "thrown up" or "jumps".
Id need more detail (mostly the stuff i already mentioned) but to set u on the right track what i would use are "modify unit" effects and "apply force" effects. Modify unit can be used to change a units height, how phoenix can pick up units, and apply force can be used to move a unit, to or away from a point, sorta how the mother ship vortex ability brings stuff into it.
@gizmachu: Go
Ah cool,
I'll try using the apply force affects, it should give me what I want
Thanks for the response
Through a somewhat makeshift way, you can simply edit the attacker's weapon. For example, a Marine:
Go to the Weapons tab, and select Marine - C-14 Gauss Rifle.
Change Effect - Effect to Phoenix - Anti-Gravity (Persistent).
This will cause the attacked unit to 'bounce' into the air when attacked. This also, however, removes the damage dealt by the weapon.
If you want it to do damage also, you have to change a couple of things around. To do so:
Go to the Effects tab, and select (or remake, to preserve the original) Phoenix - Anti-Gravity (Persistent).
Change Effect - Effect - Initial from Phoenix - Anti-Gravity (Persistent) to Marine - Gauss Rifle (Damage).
Change Effect - Effect - Final from (None) to Phoenix - Anti-Gravity (Persistent).
It seems as though you could interchange Effect Inital/Final for the damage effect, but the damage would be delayed to after the "jump" animation was played.
I hope this helps.
Finished!
Here's how I ended up doing it:
1. On the attacking unit's weapon, change the normal damage effect to a new "set" effect
2. Have this set effect apply 2 child effects, one for damage, the other for "pop"
3. The "pop" effect is an "apply behavior" type, which will apply a new "pop" behavior
4. Inside the pop behavior, go to the behavior modifications, and click the unit tab. Here, you can set the max height, and the time it takes to reach it
5. Set the duration of the behavior to match the total time the unit spends in the air
This way, you can set other effects of the behavior, such as "remove attack" "remove movement" etc.
Have fun!