ok and i m back with another problem:
i m using a specialize ability becasue i cant fit all the abilities for a unit into the 32 slots blizzard gave us :(
it executes a switch effect which should, based on the level of the ability(yea i wrtoe a workaround for leveling a specialize ability, not important here)
so the problem is: i want the ability to have a reduced cooldown on higher levels, so i thought that the cost+ field of the modify unit effect should be able to do that ( i ve used it successfully for a passive ability [not specialize tho] before)
this is my modify unit effect:
<CEffectModifyUnit id="Invokedabil1CooldownLevel1">
<EditorCategories value=""/>
<Cost Abil="InvokedAbilities,Specialize1" CooldownTimeUse="120">
<Fraction Cooldown="-1"/>
</Cost>
</CEffectModifyUnit>
so last time i used it i set the default time use to 0.0625
, not sure if this is needed but i essentially just copied what i did and modified it to suit my needs, however it does not work.
situation: i wanted to change the planetcracker to an effect- target ability
i wanted to make the mothership model roll so its bottom is the direction it s facing in
it works fine until the timerexpired part
if the mothership was facing towards the left (180° arc) its bottom will suddenly swap and face the right side
if its facing right (180° arc) it works properly
if i remove the sop90 it bugs out if it faces bottom (180° arc) and works if facing towards the top of the map
i tried it with the warp prism dark model as well, same issue so it sint model ralated
Soo pretty much: I wanted to turn the mothership sideways
the bottom has to face the direction it was facing
I dont get why it bugs out ...
but i managed to solve ti with my own explicit rotation
use a switch effect based on unit compare speed validators to make sure it is approximately right with the every 6 distance moved and make a behavior with a periodic create persistent that searches the area that applies a behavior disabling the behavior youre using for the damage to make sure it only damages units while moving.
the ms increase can be done by making a behavior buff with movespeed +0.1 impact on source
i think theres also a unit_is_moving validator that would do the same as the persistent, but you could just walk in a tiny area and it would still deal damage
Well the Impact was easy to fix, but the missiles is still affected by terrain at the launch and impact locations, even with the 2dflag enabled (see attachment)
i m pretty sure, i think i tried every combination of ignore terrain and tracking and arrival tests, but just setting the d2flag didnt do it :/ might have to change the mover type as well....
I want to launch a missile at a persistent that remains on the same height:
It does NOT have to work when shooting towards terrain that is higher than the casters position (it cant anyways, at least not properly)
It does need to fire towards the direction of the persistents, but not neccesarily at the exact location.
however the distance they travel should be the same (-> no infinite travel time, a range of 10 should be maintained)
But i could not find a solution, the ignore terrain flag didnt do it nor did arrival test/ clearance do it.
but when the persistent is created at a position lower than the caster, it starts following the terrain.
i m using the punisher grenades weapons mover. (guidance)
what do i have to change to make the missile just fly straight ahead and never lower its height?
i tried changing the mover to ignore terrain and the missile unit to ignore terrain but neither one of those worked
changing the mover to parabolic didnt do the job either, it seemed to worsen the problen, making the missile drop staight down
Ah thx :)
I solved the cannonball spread in the following way:
create an efffect (set) called fire init
created 7 persistent creators (one center 3 left 3 right)
added all of those into the set and made it random (center one twice for increased chance)
the persistent creators then call the launch effect
and of course i need to get the inventory reading stuff done
so probably a trigger...
Unit - Any Unit uses "fire front" at cast (ignore shared abilities)
but i dont know where to go from there...
i want the trigger to return the item at inventory slot 1 and compare it to a cannon item(acually all cannon types until one is found)
(repeat for slots 2 and 3)
the other fire ability should check slots 4 5 and 6
but i dont see a proper item trigger to do that
btw: edited my posts, stating what i have done already
I DO know that.
Actually i got an effect- instant ability all set up.
my problem at the moment is that the caster stops moving if you use it
and for the weapons: would it work, upon activating the "fire front cannons" ability, to load the item in item slot 1 (how can you adress that in triggers?) compare it to a certain item (so basically switch it) until you have found the item it is (so lets say a "basic energy blast cannon")
then loading the stacksize of the item (lets say "5" in this case)
and then using an ability that launches that projectile(so "launch energy blast cannon, front" and calls that ability once for each stack resulting in 5 energy blasts beeing fired.
i think i wont do the reduced cannonball spread, seems to be far too complicated/impossible :)
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ok and i m back with another problem: i m using a specialize ability becasue i cant fit all the abilities for a unit into the 32 slots blizzard gave us :( it executes a switch effect which should, based on the level of the ability(yea i wrtoe a workaround for leveling a specialize ability, not important here)
so the problem is: i want the ability to have a reduced cooldown on higher levels, so i thought that the cost+ field of the modify unit effect should be able to do that ( i ve used it successfully for a passive ability [not specialize tho] before) this is my modify unit effect: <CEffectModifyUnit id="Invokedabil1CooldownLevel1"> <EditorCategories value=""/> <Cost Abil="InvokedAbilities,Specialize1" CooldownTimeUse="120"> <Fraction Cooldown="-1"/> </Cost> </CEffectModifyUnit>
and this is my specialize ability:
<CAbilSpecialize id="InvokedAbilities"> <InfoArray index="Specialize1" Effect="Invokedabil1Initial"> <Charge HideCount="1"/> <Cooldown Link="Abil/Invokedabil1" TimeUse="0.0625"/> <Button DefaultButtonFace="Invokedabil1" Requirements="slot1abil1"/> </InfoArray> <InfoArray index="Specialize2" Effect="Invokedabil1Initial"> <Cooldown Link="Abil/Invokedabil1" TimeUse="0.0625"/> <Button DefaultButtonFace="Invokedabil1" Requirements="slot2abil1"/> </InfoArray> <Flags index="Transient" value="1"/> </CAbilSpecialize>
so last time i used it i set the default time use to 0.0625 , not sure if this is needed but i essentially just copied what i did and modified it to suit my needs, however it does not work.
any help on that would be apreciated.
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bumpedybump
same issue.... works sometimes, sometimes not
0
situation: i wanted to change the planetcracker to an effect- target ability
i wanted to make the mothership model roll so its bottom is the direction it s facing in it works fine until the timerexpired part if the mothership was facing towards the left (180° arc) its bottom will suddenly swap and face the right side
if its facing right (180° arc) it works properly
if i remove the sop90 it bugs out if it faces bottom (180° arc) and works if facing towards the top of the map
i tried it with the warp prism dark model as well, same issue so it sint model ralated
Soo pretty much: I wanted to turn the mothership sideways the bottom has to face the direction it was facing
I dont get why it bugs out ...
but i managed to solve ti with my own explicit rotation
0
use a switch effect based on unit compare speed validators to make sure it is approximately right with the every 6 distance moved and make a behavior with a periodic create persistent that searches the area that applies a behavior disabling the behavior youre using for the damage to make sure it only damages units while moving. the ms increase can be done by making a behavior buff with movespeed +0.1 impact on source
i think theres also a unit_is_moving validator that would do the same as the persistent, but you could just walk in a tiny area and it would still deal damage
0
sop(effect)
it s not like i didnt try the guided throw mover :P i did and it didnt work, actually it looked worse than a simple guidance one.
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SOLVED: Guided mover and a site operation making impact model and missile play on the casters height.
0
You can not launch a missile at a persistent with a throw mover. And i do have throw movers in the new example map
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Well the Impact was easy to fix, but the missiles is still affected by terrain at the launch and impact locations, even with the 2dflag enabled (see attachment)
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well... the missile didnt stay on the same height even with 2d enabled,
and the 2d flag makes the impact model play at the wrong height (probably easy to fix)...
i m not very experienced with movers, so there might be a way to fix the missile, but i understand why most ppl make space maps now :/
TLDR: couldnt get it to work
0
i m pretty sure, i think i tried every combination of ignore terrain and tracking and arrival tests, but just setting the d2flag didnt do it :/ might have to change the mover type as well....
i ll try messing with the 2d flag tomorrow.
0
I want to launch a missile at a persistent that remains on the same height: It does NOT have to work when shooting towards terrain that is higher than the casters position (it cant anyways, at least not properly)
It does need to fire towards the direction of the persistents, but not neccesarily at the exact location.
however the distance they travel should be the same (-> no infinite travel time, a range of 10 should be maintained)
But i could not find a solution, the ignore terrain flag didnt do it nor did arrival test/ clearance do it.
I feel like this should be a very basic thing...
This is what i m using right now: http://www.sc2mapster.com/media/attachments/39/15/2dflag.SC2Map
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well i got the stacking managed www.sc2mapster.com/forums/resources/trigger-libraries/5636-library-item-utility-library/ even with that i had to write a huge workaround, but it helped alot.
now on to making the projectile not affected by terrain :X
i m using an ability similar to kuekens http://www.sc2mapster.com/forums/resources/tutorials/17154-data-colliding-projectiles/ fireball
but when the persistent is created at a position lower than the caster, it starts following the terrain.
i m using the punisher grenades weapons mover. (guidance)
what do i have to change to make the missile just fly straight ahead and never lower its height?
i tried changing the mover to ignore terrain and the missile unit to ignore terrain but neither one of those worked changing the mover to parabolic didnt do the job either, it seemed to worsen the problen, making the missile drop staight down
0
now i want to load the stack count:
set variable stack count =stack count[this doesnt exist afaik] of (item carried by (triggering unit) in 1
but there is no stack count function.
0
Ah thx :) I solved the cannonball spread in the following way: create an efffect (set) called fire init created 7 persistent creators (one center 3 left 3 right) added all of those into the set and made it random (center one twice for increased chance) the persistent creators then call the launch effect
and of course i need to get the inventory reading stuff done
so probably a trigger...
Unit - Any Unit uses "fire front" at cast (ignore shared abilities) but i dont know where to go from there... i want the trigger to return the item at inventory slot 1 and compare it to a cannon item(acually all cannon types until one is found) (repeat for slots 2 and 3) the other fire ability should check slots 4 5 and 6
but i dont see a proper item trigger to do that
btw: edited my posts, stating what i have done already
0
I DO know that. Actually i got an effect- instant ability all set up. my problem at the moment is that the caster stops moving if you use it
and for the weapons: would it work, upon activating the "fire front cannons" ability, to load the item in item slot 1 (how can you adress that in triggers?) compare it to a certain item (so basically switch it) until you have found the item it is (so lets say a "basic energy blast cannon") then loading the stacksize of the item (lets say "5" in this case) and then using an ability that launches that projectile(so "launch energy blast cannon, front" and calls that ability once for each stack resulting in 5 energy blasts beeing fired.
i think i wont do the reduced cannonball spread, seems to be far too complicated/impossible :)