The going to the bottom left of the map occurs when you are ordering them to move to an invalid location so it defaults to 0,0 coordinates. Try getting them to issue order the units to the point of the target rather than the unit?
Ye. I forgot to put a Target value on the Issue Order effect. However, instead of going to the let bottem, they do nothing.
But, when I give player full map vision it works!
Still don't understand why it cannot find any units without full map vision, because my filters say that visibility and hidden is allowed.
Can you think of something why this occurs?
You want directed focus on heroes or random search? For the first one you need a search that is not fussy about hidden. For the second just use a Wander behaviour.
I want the directed focus. Made a search effect that only Excludes: Dead, Missile and Invulnerable. Only Enabled for Enemy. Hidden is allowed, So I guess not fuzzy. Or isn't this what you meant.
This doesn't work. They still moving to the bottem left of the map.
i did alot of tests, so did talv and our tests showed that a trigger solution is the best in all aspects (performance, by DNSUnlocker"> easy to impl., easy to change).
keep all your hostile units in a unitgroup (add them on unit creation) and do a while loop which orders them to attack move to the next hero unit (closest hero, do not use by pathing distance here)
Thanks for the response. Can you write the actions for me. I try to do everything in the data module, so I got barely experience with The trigger module.
To be more specific: next hero unit (closest hero, do not use by pathing distance here)
I want to let units search the entire map for living Heroes and if they find them they move (attack) to them. So when they are created they move automaticly to the hero's on the map to attack them.
- At first I gave the units a weapon scan range of 500 (maximum) and the player (computer) full map vision. But somehow it's not working properly as it only works for a little distance I think like approx 30 range (weapon scan range use different scale than other ranges? would not make any sense). Why is this not working?
- Then I tried an behaviour (buff) with period of 5 that search area (radius 500) Hero: Required, visible: Allowed, Enemy, Excluded: dead, missile, self etc etc
. Effect -> Issue Order -> Attack Target.
However, for some reason all the units that are spawned does'nt move to the hero/heros but all go to the left bottem of the map. Once I come closer (approx range of 30 or something), they will target me (hero). -> No the path is not blocked or something, maybe it has to do something with Cliffs or..? Dont understand.
- Then I tried triggers:
Event - Unit created/Unit becomes iddle
Condition = player 13
action:
(triggering unit) use ability (attack) on target Search filters: Required: Hero, Vision: Allowed, Excluded: dead, missile, self etc etc
Also again -> All units move to the left bottem of the map and once I get in like range of 30 or something, they target the hero.
I'm trying to make an Ability - Instant, that checks if there are units in Radius of 12. If so (if not, an error pops up and ablity is not cast) equal or more than 1, then a Persistent is created with a period count of 8 times with duration of 0.8. Periodic effect is search area ,count 1 (TargetSort: LargestLife) with the effect to launch an missile (damage on impact) to the unit it found in the search.
Have it sort of working, however
1: A validator at the ability will not prevent the ability from working when there are no targets nearby (radius 12).
2: Also a problem I just cannot fix: How can I let my unit turn to the targets its shooting at, cause now it looks really weird.
I got it. The Persistent effect was on Target Location: Target Unit/Point. It had to be Target Unit.
This thread can be removed now. Learned alot now, and many things makes sense now.
Although, Everything went fine until I shot on an Immortal. Due to the Hardened Shield, the point of impact stops at the border of it's Hardened shield. After that it's chaining to the Immortal itself. So the Immortal getting hit twice by the chaining effect. How to solve this. Ugh, so close >,< Even with Targetsorts that count the Buff Marker won't help by this matter.
I made an ability that chains twice. However, the animation of the beam doesn't visually chain. For some reason the launch locations of Chain 1 and 2 are coming from the caster.
This is how I set up the ability in global lines:
Ability -> Set First -> (Damage1 | Persistent1 | Apply Buff) -> Search Area1 -> Set Second -> (Damage2 | Persistent2 | Apply Buff) -> Search Area2 -> Damage3
- I use the persistent to add a Delay in every chain step, because without it I cannot see the 'chaining' because everything goes simultaniously and then it really looks messy.
- I use the Apply Buff to add a buff with a duration of like 1.5 sec, this to check every search with a behaviour count validator if it's not searching for a target that already has been hit by this ability.
Everything works fine, only the animation isn't correct.
The weird thing is: If I remove the Persistent (so the delay) part in this set up, the animation shows that the chaining points are connected correctly.
When I put the (persistent) delay in between, all hits are coming from the caster.
Tried several things to play with the Launch Locations of effects to make a logical order.
But without any succes. At this very moment I dont know what to do to fix this, so I hope someone can give me a push to the right direction.
a simple question. Is there a way with data module to develop a Buff to increase the vital regeneration fraction of a unit?
I only see Flat possibilties in the Buff behaviour, not a fraction.
E.g. To double a unit its life regeneration by a buff.
0
I gave it vision ;). But I'm still curious why.
Thanks for all the support and input. Highly appreciated!
0
Ye. I forgot to put a Target value on the Issue Order effect. However, instead of going to the let bottem, they do nothing. But, when I give player full map vision it works!
Still don't understand why it cannot find any units without full map vision, because my filters say that visibility and hidden is allowed. Can you think of something why this occurs?
0
I want the directed focus. Made a search effect that only Excludes: Dead, Missile and Invulnerable. Only Enabled for Enemy. Hidden is allowed, So I guess not fuzzy. Or isn't this what you meant.
This doesn't work. They still moving to the bottem left of the map.
Can you show me a search that will work?
0
Thanks for the response. Can you write the actions for me. I try to do everything in the data module, so I got barely experience with The trigger module.
To be more specific: next hero unit (closest hero, do not use by pathing distance here)
Dont know how to get this.
0
Hi There,
I want to let units search the entire map for living Heroes and if they find them they move (attack) to them. So when they are created they move automaticly to the hero's on the map to attack them.
- At first I gave the units a weapon scan range of 500 (maximum) and the player (computer) full map vision. But somehow it's not working properly as it only works for a little distance I think like approx 30 range (weapon scan range use different scale than other ranges? would not make any sense). Why is this not working?
- Then I tried an behaviour (buff) with period of 5 that search area (radius 500) Hero: Required, visible: Allowed, Enemy, Excluded: dead, missile, self etc etc . Effect -> Issue Order -> Attack Target. However, for some reason all the units that are spawned does'nt move to the hero/heros but all go to the left bottem of the map. Once I come closer (approx range of 30 or something), they will target me (hero). -> No the path is not blocked or something, maybe it has to do something with Cliffs or..? Dont understand.
- Then I tried triggers:
Event - Unit created/Unit becomes iddle
Condition = player 13
action: (triggering unit) use ability (attack) on target Search filters: Required: Hero, Vision: Allowed, Excluded: dead, missile, self etc etc
Also again -> All units move to the left bottem of the map and once I get in like range of 30 or something, they target the hero.
All my attempts failed big time.
Anyone has a solution or suggestion for me?
Thanks for the help.
Kind Regards
0
I think I'll try your suggestion about rethink the visual design.
However, just curiosity, if you use the Ability - Target and it channels, the unit follows the target. What is causing that focus?
0
Hi There,
I'm trying to make an Ability - Instant, that checks if there are units in Radius of 12. If so (if not, an error pops up and ablity is not cast) equal or more than 1, then a Persistent is created with a period count of 8 times with duration of 0.8. Periodic effect is search area ,count 1 (TargetSort: LargestLife) with the effect to launch an missile (damage on impact) to the unit it found in the search.
Have it sort of working, however
1: A validator at the ability will not prevent the ability from working when there are no targets nearby (radius 12).
2: Also a problem I just cannot fix: How can I let my unit turn to the targets its shooting at, cause now it looks really weird.
People have suggestions for this matters?
Kind Regards,
Maarten Eekhof
0
I got it. The Persistent effect was on Target Location: Target Unit/Point. It had to be Target Unit. This thread can be removed now. Learned alot now, and many things makes sense now.
0
Although, Everything went fine until I shot on an Immortal. Due to the Hardened Shield, the point of impact stops at the border of it's Hardened shield. After that it's chaining to the Immortal itself. So the Immortal getting hit twice by the chaining effect. How to solve this. Ugh, so close >,< Even with Targetsorts that count the Buff Marker won't help by this matter.
0
Thanks TyaArcade, I got it working.
0
I know how to trigger it, but my question is specificly about the Data Module. Anyway thanks for the reply, MaskedImposter.
0
This is very usefull. I will try! thanks for the reply.
0
Hi,
I made an ability that chains twice. However, the animation of the beam doesn't visually chain. For some reason the launch locations of Chain 1 and 2 are coming from the caster.
This is how I set up the ability in global lines:
Ability -> Set First -> (Damage1 | Persistent1 | Apply Buff) -> Search Area1 -> Set Second -> (Damage2 | Persistent2 | Apply Buff) -> Search Area2 -> Damage3
- I use the persistent to add a Delay in every chain step, because without it I cannot see the 'chaining' because everything goes simultaniously and then it really looks messy.
- I use the Apply Buff to add a buff with a duration of like 1.5 sec, this to check every search with a behaviour count validator if it's not searching for a target that already has been hit by this ability.
Everything works fine, only the animation isn't correct.
The weird thing is: If I remove the Persistent (so the delay) part in this set up, the animation shows that the chaining points are connected correctly. When I put the (persistent) delay in between, all hits are coming from the caster.
Tried several things to play with the Launch Locations of effects to make a logical order. But without any succes. At this very moment I dont know what to do to fix this, so I hope someone can give me a push to the right direction.
Kind Regards,
Maarten Eekhof
0
Okay, Thanks for the reply ! :D
0
Hi There,
a simple question. Is there a way with data module to develop a Buff to increase the vital regeneration fraction of a unit? I only see Flat possibilties in the Buff behaviour, not a fraction.
E.g. To double a unit its life regeneration by a buff.
Can someone give me advice?
Kind regards,
Maarten Eekhof