Sorry for the confusion. Essentially yes, I'd like my unit to attack any enemies within range just as the colossus did from the videos I was seeing. I've got the impact effects all set up, just getting that unit to appear and attack enemies/follow caster after being created is the last hurdle. Should I look into giving my unit that unit type actor you mentioned?
Umm, not I don't think the ammo unit has a unit type actor, unless it inherited one from when I duplicated. Not to sure what the beta colossus is. but ....Essentially, I'm going for this
I'm attempting to create an ability, which on cast summons a unit at target point that will do initial damage, and periodic damage to units around the summoned unit. This unit should also attack enemies/follow my caster. I've got the effect on the Arm Magazine ability as my Set(Contains my search for damage, and my behavior on my unit which does the pulsing damage effect), and then for Ability info I have Command-"Ammo 1" as my button, and the unit i'm summoning(just a ultralisk with a new model).
When I press the ability, i can see the actor for the pitlord set going off as well as hearing that ultralisk sound but I don't see any unit. It also won't let me use this ability more than once. Any thoughts?
Alright I've run into bit of a problem after implementing this. When I go to edit the Cost field of the Modify Unit to reduce the cool down of the ability, it appears I can only increase it via time use(additive) and only increase it via fraction(multiplitive). I can verify that the modify unit is working since I can INCREASE the cooldown, however, adding a negative value into either time use or fraction:cooldown will NOT reduce the cooldown. Any ideas?
I've been thinking through the logic of an ability that creates a bunch of mines in a circle. If a unit walks near this land mine, it'll trigger itself and any other mines that would be in its group/range. Unit would be damaged and then blown backwards.
I've never really implemented that is based off the unit walking near/on something, so I'm a bit hesitant on my logic. I'm guessing I would have an ability that essentially has a set with a bunch of search areas with a small radi. Then potentially a location range validators for each search to verify whether or not the unit is close enough? Then I'd have a land mine model for each search to simulate it being on the ground? The blown backwards effect I'm assuming would be a negative apply force. Any help would be appreciated.
This is very similar to the link below(helps give context), and then if that character walked outwards they'd trigger the other mines.
Fairly new to the editor so bare with me heh. So i've been working through this ability, which is a passive and not an active ability. Really don't know which forum is more appropriate but I'm going to throw it here since i didn't get much of a response in triggers. The passive ability is as follows: After the caster uses 3 of their spells, the next ability used will have its cooldown removed after it has been used(essentially you could use it twice). Then the count would be reset.
Was thinking that each use of an ability applied a "stack" of a buff to the caster and then I'd maybe be able to use a unit behavior count validator and a modify player effect? Not really sure about this , any help would be wonderful
Fairly new to the editor so bare with me heh. So i've been working through this ability, which is a passive and not an active ability. Really don't know which forum is more appropriate but I'm going to throw it here in triggers. The passive ability is as follows: After the caster uses 3 of their spells, the next ability used will have its cooldown removed after it has been used. Then the count would be reset.
Was thinking that each use of an ability applied a "stack" of a buff to the caster and the behavior being applied would have a dummy effect so it can be accessed through triggers. Then there might be some way for me to get the current count of the behavior and setup some logic to determine if 3 abilities were used prior and what ability was the last?
I'm working on ability which when activated reduces the cooldowns of my other 3 abilities to..let's say 1 second but the ability reducing these cooldowns is not affected. I've tried a couple of ways, but neither has been successful.
I've tried using Unit Compare Behavior Count- Validator with a Modify Unit Effect that will would reduce the cooldown on that ability to 1. Through that into a set effect that one of my other abilities is using and hoped it would work but no luck.
Second method I tried, not sure if its the best practice or not. Was I created a second identical ability with the adjust cooldown, and attempted to make a requirement for it so I could have the two identical abilities on the command card. Req went along the lines of Show -> Equals -> MyBehavior -> CompletedatUnit.
Not sure if I'm going in the right direction or not, some assistance would be great
0
@DrSuperEvil: Go
Sorry for the confusion. Essentially yes, I'd like my unit to attack any enemies within range just as the colossus did from the videos I was seeing. I've got the impact effects all set up, just getting that unit to appear and attack enemies/follow caster after being created is the last hurdle. Should I look into giving my unit that unit type actor you mentioned?
0
@DrSuperEvil: Go
Umm, not I don't think the ammo unit has a unit type actor, unless it inherited one from when I duplicated. Not to sure what the beta colossus is. but ....Essentially, I'm going for this
0
Hey All-
I'm attempting to create an ability, which on cast summons a unit at target point that will do initial damage, and periodic damage to units around the summoned unit. This unit should also attack enemies/follow my caster. I've got the effect on the Arm Magazine ability as my Set(Contains my search for damage, and my behavior on my unit which does the pulsing damage effect), and then for Ability info I have Command-"Ammo 1" as my button, and the unit i'm summoning(just a ultralisk with a new model).
When I press the ability, i can see the actor for the pitlord set going off as well as hearing that ultralisk sound but I don't see any unit. It also won't let me use this ability more than once. Any thoughts?
0
Alright I've run into bit of a problem after implementing this. When I go to edit the Cost field of the Modify Unit to reduce the cool down of the ability, it appears I can only increase it via time use(additive) and only increase it via fraction(multiplitive). I can verify that the modify unit is working since I can INCREASE the cooldown, however, adding a negative value into either time use or fraction:cooldown will NOT reduce the cooldown. Any ideas?
0
I've been thinking through the logic of an ability that creates a bunch of mines in a circle. If a unit walks near this land mine, it'll trigger itself and any other mines that would be in its group/range. Unit would be damaged and then blown backwards.
I've never really implemented that is based off the unit walking near/on something, so I'm a bit hesitant on my logic. I'm guessing I would have an ability that essentially has a set with a bunch of search areas with a small radi. Then potentially a location range validators for each search to verify whether or not the unit is close enough? Then I'd have a land mine model for each search to simulate it being on the ground? The blown backwards effect I'm assuming would be a negative apply force. Any help would be appreciated.
This is very similar to the link below(helps give context), and then if that character walked outwards they'd trigger the other mines.
0
Howdy-
Fairly new to the editor so bare with me heh. So i've been working through this ability, which is a passive and not an active ability. Really don't know which forum is more appropriate but I'm going to throw it here since i didn't get much of a response in triggers. The passive ability is as follows: After the caster uses 3 of their spells, the next ability used will have its cooldown removed after it has been used(essentially you could use it twice). Then the count would be reset.
Was thinking that each use of an ability applied a "stack" of a buff to the caster and then I'd maybe be able to use a unit behavior count validator and a modify player effect? Not really sure about this , any help would be wonderful
0
Howdy-
Fairly new to the editor so bare with me heh. So i've been working through this ability, which is a passive and not an active ability. Really don't know which forum is more appropriate but I'm going to throw it here in triggers. The passive ability is as follows: After the caster uses 3 of their spells, the next ability used will have its cooldown removed after it has been used. Then the count would be reset.
Was thinking that each use of an ability applied a "stack" of a buff to the caster and the behavior being applied would have a dummy effect so it can be accessed through triggers. Then there might be some way for me to get the current count of the behavior and setup some logic to determine if 3 abilities were used prior and what ability was the last?
0
Hey All-
I'm working on ability which when activated reduces the cooldowns of my other 3 abilities to..let's say 1 second but the ability reducing these cooldowns is not affected. I've tried a couple of ways, but neither has been successful.
I've tried using Unit Compare Behavior Count- Validator with a Modify Unit Effect that will would reduce the cooldown on that ability to 1. Through that into a set effect that one of my other abilities is using and hoped it would work but no luck.
Second method I tried, not sure if its the best practice or not. Was I created a second identical ability with the adjust cooldown, and attempted to make a requirement for it so I could have the two identical abilities on the command card. Req went along the lines of Show -> Equals -> MyBehavior -> CompletedatUnit.
Not sure if I'm going in the right direction or not, some assistance would be great