I posted this in the bug section as well since it causes a crash but I wanted to post here because more people visit and perhaps we will find an answer:
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I also experienced this with my project. I needed a "tripped" landmine so I set a persistent search to 1 second 120 times (2 min), and each search has 2 search areas, one to trigger the boom/damage and one to destroy persistent.
sadly It doesn't seem to be working if I put the destroy persistent 2nd on the list, and it sometimes crashes when I put it first on the list.
Either way, my landmine doesn't work >.< Any input?
Mmm Sounds like a decent idea, I think I can figure out how to make it spawn the unit but I'm not sure how I would make the unit suicide/damage when a target runs by (Using only data editor that is).
yeah, you definetly dont want 120 persistents IMO(behavior, periodic search, sucide upon finding isthe way to go), but i too have noticed this bug. i posted it on the bug forums over a month ago, it would sometimes error and quit and sometimes it would go fine for 3 or 5 'spell trials'. but eventually the destroy persistent always made it crash for me. havent tried it since then, hopefully itll be patched / fixed. i tried using it every concievable way i could imagine thinking i was just not lining the effects up properly but in the end it just didnt work, or errored out. oh well. with markers its not completely neceassary to me anymore.
@Grogian: Go
Why would you need the period effect or the search area? Just set the weapon's acquire target range to be equal to or less than the AoE splash range. The Land Mine should have a weapon, which has a set effect. The set effect will have 2 effects, 1) Generic Suicide (same built-in effect that the Baneling uses) and 2) A damage effect. (you don't need to use a search effect since the weapon won't trigger unless there is already a target within range and you can make the damage effect deal AoE damage without the assistance of a Search Effect).
I created a landmine in one of my maps. I used the baneling attack as mentioned above. You'll probably want to up the range a bit so that the unit doesn't have to be right on top of it. Nothing big, maybe 1 or so. Just be sure to give it a larger explosion radius then the weapon range.
Has anyone been able to?
I posted this in the bug section as well since it causes a crash but I wanted to post here because more people visit and perhaps we will find an answer:
---I also experienced this with my project. I needed a "tripped" landmine so I set a persistent search to 1 second 120 times (2 min), and each search has 2 search areas, one to trigger the boom/damage and one to destroy persistent.
sadly It doesn't seem to be working if I put the destroy persistent 2nd on the list, and it sometimes crashes when I put it first on the list.
Either way, my landmine doesn't work >.< Any input?
---@ZiplockSC2: Go
You may as well just make it a unit and have it suicide upon finding a target. It can be invulnerable/unclickable/unselectable if you want it to be.
@ProxyTooMuch: Go
Mmm Sounds like a decent idea, I think I can figure out how to make it spawn the unit but I'm not sure how I would make the unit suicide/damage when a target runs by (Using only data editor that is).
I'll fiddle around later and try stuff out, :)
@ZiplockSC2: Go
A behavior that has a periodic effect to search area.
yeah, you definetly dont want 120 persistents IMO(behavior, periodic search, sucide upon finding isthe way to go), but i too have noticed this bug. i posted it on the bug forums over a month ago, it would sometimes error and quit and sometimes it would go fine for 3 or 5 'spell trials'. but eventually the destroy persistent always made it crash for me. havent tried it since then, hopefully itll be patched / fixed. i tried using it every concievable way i could imagine thinking i was just not lining the effects up properly but in the end it just didnt work, or errored out. oh well. with markers its not completely neceassary to me anymore.
@Grogian: Go Why would you need the period effect or the search area? Just set the weapon's acquire target range to be equal to or less than the AoE splash range. The Land Mine should have a weapon, which has a set effect. The set effect will have 2 effects, 1) Generic Suicide (same built-in effect that the Baneling uses) and 2) A damage effect. (you don't need to use a search effect since the weapon won't trigger unless there is already a target within range and you can make the damage effect deal AoE damage without the assistance of a Search Effect).
@Azkit:
I created a landmine in one of my maps. I used the baneling attack as mentioned above. You'll probably want to up the range a bit so that the unit doesn't have to be right on top of it. Nothing big, maybe 1 or so. Just be sure to give it a larger explosion radius then the weapon range.
http://www.sc2mapster.com/maps/rileys-tower-defense/
Take a look at the proximity mine implementation. The mine uses a weapon to detonate itself whenever an enemy comes within its weapon range.
Thanks all,
My project is partially a learning thing to use the editor instead of triggers so I wanted to try and use data much as I can.
ill use the weapon and range idea :P