Copied the Trigger to my map, of course all the variables broke =P but I fixed everything and it resets you 5 seconds back in time now. Didn't test lost energy/health but it should work, position works too, so why wouldn't it?
I think I can add ability cooldowns if I want to add them, but currently I scraped those plans for ability balancing reasons.
Thanks there, this will definitely make a nice ultimate.
Okay - let's say, I understood most of what you did, but I can not say I would be able to recreate that, as I don't know how to manage things yet.
So I think I can edit that trigger to what I need (I added energy successfully) - only question is, does it work like you said or not? You said I should reduce the wait-time to make it run smoother.
Other thing is... what do I need to change to change the time the unit gets set back? For example if I want the ability to set the unit 4 seconds back in time instead of 3.
I understood the theoretical part, what I need is the practical one. Aka how I build the trigger.
To make my problem more clear. I don't know how to make the trigger out of the theoretical part. Do I make a variable, call it for example "HP" and then make an action "Set Variable". Then there is "Variable" and "Value" that I have to set. Variable is clear - it's the one I want to set, which would be "HP" in this case. But what do I have to put into "Value" so it takes the Unit HP?
Also as a side note: This ability will only used by one unit and that unit is unique in the game, so we don't need to make it super clean.
Just read your second post: It would be good to have that parameter. Imagine there are about 11 heros and only ever one gets picked (total), so the chance this trigger is needed is rather low. Also the ability is somewhat hard to reach.
I searched for similar things first of course. While I was trying to understand what he is saying I read a beginner guide for the trigger editor, but nevertheless I need the steps for the variables more in-depth. I understand the last part just fine, it's really easy, but how I setup the variables so they are 5 seconds in the past and how I create that in the trigger editor is just not clear to me.
Some more " " around options and checkboxes etc. in the trigger editor would help me not getting a headache reading it.
Oh wow okay slowly. I never even opened the trigger window before okay? Well, only to remove the melee-stuff.
Would be great if you could explain it again a bit more thoroughly and with more steps. If it's hard to explain you can always make a few screenshots to show it to me.
Also getting a terrible headache trying to decipher what you are saying in the middle part.
I got the last part, but you need to explain how I let the trigger know the right variables again, because I really didn't understand anything there.
In sotis there once was an ability that could reset a unit in time, by recovering the position, cooldowns, energy/health levels, buffs etc. it had X seconds before - how would you create such an ability?
Okay, like I said, the Taunt itself is working fine. So I have an ability "Taunt" that has effects and behaviors n' stuff, it doesn't matter, since it works fine. What I have problem with is the charge not working properly.
I made an ability "Taunting Charge" that gives you +7 movement speed. I have a remove validator which cancels the buff:
"UnitCompareOrderTargetRange" (that's what Zealot Charge uses) - this seems to work fine. It's pretty hard to move my unit away from it's target in the nanosecond it is charging, but I managed and the buff was gone. Once it gets close to the target the buff is also gone. So the movement speed buff is removed just like I want.
The other effect of this ability is "Issue Order" -> Ability: "Taunt" with Effect: Unit: Caster Unit and Target: Target: Target Unit - this seems to cause no problems either.
What happens is - in 20% of the cases the ability works perfectly.
In the other 80% the ability makes the unit move into range (7 range on the initial ability - the taunt itself only has 2 range, so the unit actually moves in) but then nothing happens, no buff, no movement to the target and no taunt ability.
If the unit is already within range (<7 range) then it never works.
Edit: UGH - I still had the global cooldown set on the ability with 30sec so of course they will just not do anything ...
... eh it works fine now. I have a feeling this spell is VERY messy but somehow it seems to work just fine.
The behavior that changes timescale has set timescale source to global - but if it wasn't there is something hard-coded in GE that prevents a behavior that is using the timescale factor to take the timescale of the unit after the effect is applied because that would cause a chain-reaction.
Tell me more about thet issue with timescale though, as I have that problem in a different ability, where the unit gets about twice the amount of movement speed than it should (I fixed it by reducing the movement speed with every timescale upgrade) - but is it possible that is just a display bug?
Edit: Taunt is working perfectly fine now.
What I need to do is the charge thing. I want the unit to charge at the unit and then cast the taunt once it's within 2 range (or melee range, both would work). If you cancel the charge the taunt won't be applied. How can you do that?
Edit2: The diminishing debuff still is removed instantly - but there are 5 stacks, no idea why.
Edit3: Ugh, obvious. If there are 5 stacks, each stack causes the periodic effect, so OF COURSE they will all be removed instantly. I need a new behavior that isn't stacked 5 times to do this.
Edit4: Okay, it works perfectly now.
The only thing left now is making the Taunt a Charge+Taunt ability.
No validators. The period is 1. Maybe I should just delete the abilities and re-create them. Taunt had the most fucked-up bugs I have ever seen.
When I taunted something it had no effect, only every unit that attacked the taunted unit got a behavior called "Taunted" (which I didn't ever create) and got 100% movespeed buff. What the serious hell?
The charge thing is working and there are 5 stacks applied, though the "remove behavior" effect still removes the effect entirely.
Remove Behavior Effect: Effect: Count: 1
So that's not the reason. I don't see what is failing there.
Also - I want to make a "charge at the enemy and taunt it" ability. Basically I know how to do it, but I am afraid the AI can ignore Issue Order effects, so I would need to test it with a player.
I have an effect "Issue Order" with Ability: Attack Target: Value: Caster Unit
And another effect "Apply Behavior" with Modification: Flag target uncommandable
Once I get that to work I want to add the charge, which shouldn't be too hard. Only problem that might come up is the fact that the taunt shouldn't be applied before the unit reaches the target.
I want to make the following:
Targeted ability that puts a buff on a unit so when the unit gets attacked the attacker suffers from a debuff which reduces the timescale of the attacker by 10%, every second the attacker gains 2% timescale back.
I got it working to the point that the attacker gets the debuff-behavior. But I can't make the 2% diminish per second. I tried Effect: Periodic -> Remove Behavior, gave the initial debuff 5 stacks on application and made the remove behavior effect Count: 1 - so yeah, it should work, but it doesn't it just removes it completely.
The other thing I want to fix is - once the debuff was applied the buff should disappear. Basically make it have 1 charge, I wondered if that is doable with charges or if it would be easier with a remove-validator on the behavior.
Before the HOTS patch my movement speeds were normal or it now displays it correctly and did not before, but it feels faster too - that is my feeling though and not necessarily reliable.
I mean maybe it increased the movement speed before the HOTS patch twice too, but it only showed it once on the command card. So 10% timescale were 10% movement speed on the command card PLUS 10% time, so it would be 1.1*1.1.
0
Copied the Trigger to my map, of course all the variables broke =P but I fixed everything and it resets you 5 seconds back in time now. Didn't test lost energy/health but it should work, position works too, so why wouldn't it?
I think I can add ability cooldowns if I want to add them, but currently I scraped those plans for ability balancing reasons.
Thanks there, this will definitely make a nice ultimate.
0
I figured it out. If I set the waittime to 0.25 instead and make i reset at 20 instead of 6 it is 5 seconds (because 20x0.25=5).
Now I get an error though (despite the ability working fine): Error in gt_MapInit_Func: Trying to access an element past the array.
What is the MapInit Trigger for anyway? That's not quite clear to me.
0
Okay - let's say, I understood most of what you did, but I can not say I would be able to recreate that, as I don't know how to manage things yet.
So I think I can edit that trigger to what I need (I added energy successfully) - only question is, does it work like you said or not? You said I should reduce the wait-time to make it run smoother.
Other thing is... what do I need to change to change the time the unit gets set back? For example if I want the ability to set the unit 4 seconds back in time instead of 3.
0
I understood the theoretical part, what I need is the practical one. Aka how I build the trigger.
To make my problem more clear. I don't know how to make the trigger out of the theoretical part. Do I make a variable, call it for example "HP" and then make an action "Set Variable". Then there is "Variable" and "Value" that I have to set. Variable is clear - it's the one I want to set, which would be "HP" in this case. But what do I have to put into "Value" so it takes the Unit HP?
Also as a side note: This ability will only used by one unit and that unit is unique in the game, so we don't need to make it super clean.
Just read your second post: It would be good to have that parameter. Imagine there are about 11 heros and only ever one gets picked (total), so the chance this trigger is needed is rather low. Also the ability is somewhat hard to reach.
0
I searched for similar things first of course. While I was trying to understand what he is saying I read a beginner guide for the trigger editor, but nevertheless I need the steps for the variables more in-depth. I understand the last part just fine, it's really easy, but how I setup the variables so they are 5 seconds in the past and how I create that in the trigger editor is just not clear to me.
Some more " " around options and checkboxes etc. in the trigger editor would help me not getting a headache reading it.
0
Oh wow okay slowly. I never even opened the trigger window before okay? Well, only to remove the melee-stuff.
Would be great if you could explain it again a bit more thoroughly and with more steps. If it's hard to explain you can always make a few screenshots to show it to me.
Also getting a terrible headache trying to decipher what you are saying in the middle part.
I got the last part, but you need to explain how I let the trigger know the right variables again, because I really didn't understand anything there.
0
Hm, okay I guess then I have to start messing with triggers - I have quite some knowledge in data by now, but I never messed with triggers.
Would be nice if someone could explain me - in a way for a trigger beginner (with common sense though) - what I need to do exactly.
I'll also let someone move this to triggers then. ^^
0
In sotis there once was an ability that could reset a unit in time, by recovering the position, cooldowns, energy/health levels, buffs etc. it had X seconds before - how would you create such an ability?
0
Okay, like I said, the Taunt itself is working fine. So I have an ability "Taunt" that has effects and behaviors n' stuff, it doesn't matter, since it works fine. What I have problem with is the charge not working properly.
I made an ability "Taunting Charge" that gives you +7 movement speed. I have a remove validator which cancels the buff: "UnitCompareOrderTargetRange" (that's what Zealot Charge uses) - this seems to work fine. It's pretty hard to move my unit away from it's target in the nanosecond it is charging, but I managed and the buff was gone. Once it gets close to the target the buff is also gone. So the movement speed buff is removed just like I want.
The other effect of this ability is "Issue Order" -> Ability: "Taunt" with Effect: Unit: Caster Unit and Target: Target: Target Unit - this seems to cause no problems either.
What happens is - in 20% of the cases the ability works perfectly.
In the other 80% the ability makes the unit move into range (7 range on the initial ability - the taunt itself only has 2 range, so the unit actually moves in) but then nothing happens, no buff, no movement to the target and no taunt ability.
If the unit is already within range (<7 range) then it never works.
Edit: UGH - I still had the global cooldown set on the ability with 30sec so of course they will just not do anything ...
... eh it works fine now. I have a feeling this spell is VERY messy but somehow it seems to work just fine.
0
I don't use persistent effects.
The behavior that changes timescale has set timescale source to global - but if it wasn't there is something hard-coded in GE that prevents a behavior that is using the timescale factor to take the timescale of the unit after the effect is applied because that would cause a chain-reaction.
Tell me more about thet issue with timescale though, as I have that problem in a different ability, where the unit gets about twice the amount of movement speed than it should (I fixed it by reducing the movement speed with every timescale upgrade) - but is it possible that is just a display bug?
Edit: Taunt is working perfectly fine now.
What I need to do is the charge thing. I want the unit to charge at the unit and then cast the taunt once it's within 2 range (or melee range, both would work). If you cancel the charge the taunt won't be applied. How can you do that?
Edit2: The diminishing debuff still is removed instantly - but there are 5 stacks, no idea why.
Edit3: Ugh, obvious. If there are 5 stacks, each stack causes the periodic effect, so OF COURSE they will all be removed instantly. I need a new behavior that isn't stacked 5 times to do this.
Edit4: Okay, it works perfectly now.
The only thing left now is making the Taunt a Charge+Taunt ability.
0
No validators. The period is 1. Maybe I should just delete the abilities and re-create them. Taunt had the most fucked-up bugs I have ever seen.
When I taunted something it had no effect, only every unit that attacked the taunted unit got a behavior called "Taunted" (which I didn't ever create) and got 100% movespeed buff. What the serious hell?
I guess Blizzard is in trolll/random mode again.
0
The charge thing is working and there are 5 stacks applied, though the "remove behavior" effect still removes the effect entirely.
Remove Behavior Effect: Effect: Count: 1
So that's not the reason. I don't see what is failing there.
Also - I want to make a "charge at the enemy and taunt it" ability. Basically I know how to do it, but I am afraid the AI can ignore Issue Order effects, so I would need to test it with a player. I have an effect "Issue Order" with Ability: Attack Target: Value: Caster Unit And another effect "Apply Behavior" with Modification: Flag target uncommandable
Once I get that to work I want to add the charge, which shouldn't be too hard. Only problem that might come up is the fact that the taunt shouldn't be applied before the unit reaches the target.
0
I want to make the following: Targeted ability that puts a buff on a unit so when the unit gets attacked the attacker suffers from a debuff which reduces the timescale of the attacker by 10%, every second the attacker gains 2% timescale back.
I got it working to the point that the attacker gets the debuff-behavior. But I can't make the 2% diminish per second. I tried Effect: Periodic -> Remove Behavior, gave the initial debuff 5 stacks on application and made the remove behavior effect Count: 1 - so yeah, it should work, but it doesn't it just removes it completely.
The other thing I want to fix is - once the debuff was applied the buff should disappear. Basically make it have 1 charge, I wondered if that is doable with charges or if it would be easier with a remove-validator on the behavior.
0
Before the HOTS patch my movement speeds were normal or it now displays it correctly and did not before, but it feels faster too - that is my feeling though and not necessarily reliable.
I mean maybe it increased the movement speed before the HOTS patch twice too, but it only showed it once on the command card. So 10% timescale were 10% movement speed on the command card PLUS 10% time, so it would be 1.1*1.1.
0
It didn't get squared before the HOTS patch?