"Use a persistent effect that launches missiles at specified periodic offsets"
This is what i tried but my ability needs units as targets. Without units no missiles will be launched. Something is still wrong. If i find time at the weekend i can post my complete ability here.
i want to create a instant ability that shoots projectiles to random points on the ground with the caster unit as source. I think it isn't very complicated but currently i miss some details in my mind.
Do you know a similiar ability in the editor or a related thread? At moment i can't find a proper ability or thread :|
Thanks a lot! That is a very simple solution :) I didn't know that i can use the damage response for defender and attacker. Good to know for other abilities too.
i want to use the Behavior: Validator (remove) field on a buff. What validator is the right one to remove the buff if the unit with the buff attacks another unit?
"Unit Compare Order Count" and "Unit Weapon Firing" are not accurate enough. "Unit Weapon Plane" sounds like it is the right validator but i think i still do a mistake because this validator is not responding.
If i use a trigger with the "Unit - Unit starts attacking with Any Weapon" event it works how it should be but i want a solution without trigger.
A "remove behavior" effect on the units weapons is not good a option because i need this then on every unit. I hope there is a simple way with validators.
i am working on corpses for my map and on the picture you can see my problem. Is it possible to create dummy corpse units at the perfect position? Exactly on that position where the death animation ended and without a sacrifice of death animations (for example deathBlast or deathRagdoll) ? If the unit is not only overturn but kicked away it can be that the spawned corpse unit lies nearby to the death animation actor/ the visible died unit.
Thanks for all your help. I read every of your answers but i have currently not enough time to answer more exact. But i dont forgot this thread :) I come back tomorrow or overmorrow.
Do you want to change it ingame or permanent in the editor?
If you want it to change it in the editor open the data editor and search the protoss unit you want in the unit tab. Click on the unit and search the unit model in the object explorer (in the left bottom corner). In the right section you can find a field called Model. There you can change the unit model.
Another way: You can open directly the model tab in the data editor to search there for your wished unit.
Sorry for that late answer. Thank you for your help. I tested both ways and i decided me for the trigger way. With a search area effect i dont know how i can get always the last attacked target. Sometimes the skill is targeting a wrong unit in the same range.
With a trigger it works how it should be.
is it possible to get the target unit from the attack ability to use this target for a effect: instant?
Or is there another way to cast a instant effect not on the caster but on a other unit?
Unfortunately it doesn't work. But the target units got damage if i set the Damage Effect on that behavior to Effect: periodic. But then they are nearly instantly dead if the target unit attacks and dont stop the attack fast enough.
Thank you for your help. I need a bit more details :)
I tried it with validators and persistant effects or behaviors but this isnt working. how can i build a "listener" or rather where is the right place for the validators?
i have problems with creating this skills. Maybe one of you know the solutions and can help me :)
Effect - Target
The target unit and all their surrounding units should get damage if the target unit attacks or use other skills.
Effect - Immediately
If a caster use this skill it should inflicts damage to all surrounding units if the caster is attacking.
My biggest problem is to request if a units attacks so that the skills/behaviors only trigger if the units is attacking and not to trigger it the whole duration.
There is Model Allow Hit Test flag in unit actor and also message in
events. Making anything unselectable.
That unfortunately isn't working because i can't select the building in your both solutions. Not with left click and not with box select.
But it is possible to allow left click select and box select only if the building is the only unit in the box. As with the standard buildings. I only forgot the right way..
If you have a working instance in the same map, select that and the
structure you're working on simultaneously, which will show only the
fields that differ between the two (or at least there's one option to do
that). Check both the Unit and the Actor, and expand the "+" array
fields as much as possible via the viewer options at the top of the data
module.
Yes ok, I will compare all again in more detail. If I have found a solution I will it explain here.
0
"Use a persistent effect that launches missiles at specified periodic offsets"
This is what i tried but my ability needs units as targets. Without units no missiles will be launched. Something is still wrong. If i find time at the weekend i can post my complete ability here.
0
Good evening :)
i want to create a instant ability that shoots projectiles to random points on the ground with the caster unit as source. I think it isn't very complicated but currently i miss some details in my mind. Do you know a similiar ability in the editor or a related thread? At moment i can't find a proper ability or thread :|
0
Thanks a lot! That is a very simple solution :) I didn't know that i can use the damage response for defender and attacker. Good to know for other abilities too.
0
Good Morning,
i want to use the Behavior: Validator (remove) field on a buff. What validator is the right one to remove the buff if the unit with the buff attacks another unit? "Unit Compare Order Count" and "Unit Weapon Firing" are not accurate enough. "Unit Weapon Plane" sounds like it is the right validator but i think i still do a mistake because this validator is not responding.
If i use a trigger with the "Unit - Unit starts attacking with Any Weapon" event it works how it should be but i want a solution without trigger. A "remove behavior" effect on the units weapons is not good a option because i need this then on every unit. I hope there is a simple way with validators.
Can anyone help me with this problem?
0
Hello,
i am working on corpses for my map and on the picture you can see my problem. Is it possible to create dummy corpse units at the perfect position? Exactly on that position where the death animation ended and without a sacrifice of death animations (for example deathBlast or deathRagdoll) ? If the unit is not only overturn but kicked away it can be that the spawned corpse unit lies nearby to the death animation actor/ the visible died unit.
0
Ok maybe this small tutorial can help you with the model swap: http://www.sc2mapster.com/forums/resources/tutorials/65862-data-skin-tutorial/
0
Thanks for all your help. I read every of your answers but i have currently not enough time to answer more exact. But i dont forgot this thread :) I come back tomorrow or overmorrow.
0
Do you want to change it ingame or permanent in the editor?
If you want it to change it in the editor open the data editor and search the protoss unit you want in the unit tab. Click on the unit and search the unit model in the object explorer (in the left bottom corner). In the right section you can find a field called Model. There you can change the unit model.
Another way: You can open directly the model tab in the data editor to search there for your wished unit.
0
Sorry for that late answer. Thank you for your help. I tested both ways and i decided me for the trigger way. With a search area effect i dont know how i can get always the last attacked target. Sometimes the skill is targeting a wrong unit in the same range. With a trigger it works how it should be.
0
Hello,
is it possible to get the target unit from the attack ability to use this target for a effect: instant? Or is there another way to cast a instant effect not on the caster but on a other unit?
0
Hi, i have no problems with that on my map. It is only a problem if have a hotkey twice on the same unit.
0
Unfortunately it doesn't work. But the target units got damage if i set the Damage Effect on that behavior to Effect: periodic. But then they are nearly instantly dead if the target unit attacks and dont stop the attack fast enough.
I have the same problem with a persistent effect.
0
Thank you for your help. I need a bit more details :)
I tried it with validators and persistant effects or behaviors but this isnt working. how can i build a "listener" or rather where is the right place for the validators?
0
Good Morning,
i have problems with creating this skills. Maybe one of you know the solutions and can help me :)
Effect - Target The target unit and all their surrounding units should get damage if the target unit attacks or use other skills.
Effect - Immediately If a caster use this skill it should inflicts damage to all surrounding units if the caster is attacking.
My biggest problem is to request if a units attacks so that the skills/behaviors only trigger if the units is attacking and not to trigger it the whole duration.
0
Sorry for my late answer.
That unfortunately isn't working because i can't select the building in your both solutions. Not with left click and not with box select.
But it is possible to allow left click select and box select only if the building is the only unit in the box. As with the standard buildings. I only forgot the right way..
What's wrong with that? Grammatic?
Yes ok, I will compare all again in more detail. If I have found a solution I will it explain here.