hahahhaha must be why they made it so they actually died on suicide...i guess they would rename it if they wanted them to survive though
good vid how much editing in the ability did it take to produce?
None. I just had a trigger with the
event "unit dies";
condition "unit type of triggering unit is baneling";
action "create 1 baneling for triggering player at position of triggering unit"
EDIT: I suppose that's cheating. But it took less than a minute so it's okay.
None. I just had a trigger with the event "unit dies"; condition "unit type of triggering unit is baneling"; action "create 1 baneling for triggering player at position of triggering unit"
EDIT: I suppose that's cheating. But it took less than a minute so it's okay.
Who cares? It works.
For data purists, you could just add a create unit effect to the baneling explode set (I think it has a set already?). Should not take much longer.
you have me wondering now, rather than killing the unit, is there a way to do the baneling explode so it does the damage as a weapon but keeps its current health so if an attack goes off its still possible for the baneling to die rather than just recreating the baneling.
and see how much damage they could do realistically?
The baneling Explode ability consists of 4 effects, all together in a Set Effect:
- removing/killing the exploding baneling (suicide buff)
- applying the friendly fire around it (friendly unit damage effect)
- applying damage to units (enemy unit damage effect)
- applying damage to buildings (buildings damage effect)
I haven't tried but theorically, by just removing the effect that applies the suicide buff, your baneling never dies from suicide. This is risky though, because the Explode ability has no cooldown, it wasn't meant to keep your unit alive so there was no need to add one in the first place... It could keep popping endlessly as long as there are units to kill, which could mean more than 10 explosions, per second, per baneling (and the obvious lag that goes with it)! Luckily, it's also very easy to add cooldown to an ability.
One of the effects just does the damage to the baneling itself. I believe if you switch it to "caster point" instead of "caster unit", it will not kill the baneling.
The reason I didn't do this was because I wasn't sure whether the explosion animation was part of the attack, or if it was embedded in the baneling's death. I didn't want to have to go through the trouble of adding the animation if it only plays when it dies.
I made a video of a hypothetical PvZ match where Banelings survive suicide.
hahahhaha must be why they made it so they actually died on suicide...i guess they would rename it if they wanted them to survive though
good vid how much editing in the ability did it take to produce?
None. I just had a trigger with the event "unit dies"; condition "unit type of triggering unit is baneling"; action "create 1 baneling for triggering player at position of triggering unit"
EDIT: I suppose that's cheating. But it took less than a minute so it's okay.
o ye i guess but that takes it out of your selection which would look bad so have to keep adding it as your selection
Who cares? It works.
For data purists, you could just add a create unit effect to the baneling explode set (I think it has a set already?). Should not take much longer.
you have me wondering now, rather than killing the unit, is there a way to do the baneling explode so it does the damage as a weapon but keeps its current health so if an attack goes off its still possible for the baneling to die rather than just recreating the baneling.
and see how much damage they could do realistically?
The baneling Explode ability consists of 4 effects, all together in a Set Effect:
- removing/killing the exploding baneling (suicide buff)
- applying the friendly fire around it (friendly unit damage effect)
- applying damage to units (enemy unit damage effect)
- applying damage to buildings (buildings damage effect)
I haven't tried but theorically, by just removing the effect that applies the suicide buff, your baneling never dies from suicide. This is risky though, because the Explode ability has no cooldown, it wasn't meant to keep your unit alive so there was no need to add one in the first place... It could keep popping endlessly as long as there are units to kill, which could mean more than 10 explosions, per second, per baneling (and the obvious lag that goes with it)! Luckily, it's also very easy to add cooldown to an ability.
@nevjmac: Go
One of the effects just does the damage to the baneling itself. I believe if you switch it to "caster point" instead of "caster unit", it will not kill the baneling.
The reason I didn't do this was because I wasn't sure whether the explosion animation was part of the attack, or if it was embedded in the baneling's death. I didn't want to have to go through the trouble of adding the animation if it only plays when it dies.
@Vexal: Go
If banelings didn't die when they explode, they would be exactly prenerf reapers, except that they don't fly and aren't ranged.
i made a rauder insted of a grenade he shoots out banelings , lol . that was fun ( was a mistake doh ) but fun lol ( basicly exploding grenades. )