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    posted a message on Causing units to suicide when other units created by the same effect die

    @DrSuperEvil: Go

    The mines are invulnerable, but suicide upon exploding - I don't think it's possible for them to damage each other.

    To check, I bumped their health to 1000 ( they deal 75 damage ). I still have groups with overlapping conjoin regions blowing up at once.

    Does it mean anything useful that a validator (Compare Unit Behavior Count), looking for a certain buff on the caster of the create unit effect which created the unit whose behavior is running the validator, returns false constantly?

    Even if the "Equal To" field is set to "Not Equal To", the validator fails. That seems illogical, but I'm staring at it.

    Thanks,

    -S

    Posted in: Data
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    posted a message on Causing units to suicide when other units created by the same effect die

    @DrSuperEvil: Go

    I found giving all of the spawned units a "Conjoined" behavior caused them to join with units from other groups of 5.

    My interpretation of conjoined was that every unit with conjoin, conjoins with every other unit that has conjoin. Is it, rather, that one conjoin behavior will conjoin everything in a certain radius?

    You're probably right, but with every mine having a "Conjoin" behavior, I saw one group detonate as many groups as were near it, even if they were spawned a few seconds apart. It appeared that multiple groups of mines, "conjoined" separately, were seeing each other and conjoining further.

    As for the buff, I have a validator looking for the caster of the "Create Unit" effect, and checking that it's behavior count for the "Don't Explode Yet" behavior = 1, but I can't get the validator to see that unit - I've tried every item on the "Value" list.

    Here's the setup, built currently to debug why the mines always explode when spawned, even with no behaviors save "Explode if Parent Lacks Buff":

    • Ability - G-4 Charge Copy
      • Effect: D-8 Charge Copy
    • Effect (Create Unit) - D-8 Charge Copy
      • Spawn Unit: G-4 Charge Copy, Target Unit/Point
    • Unit: G-4 Charge Copy
      • Behavior (Buff) : D-8 Charge Fate Copy
      • Behavior (Buff) : D-8 Charge Don't Explode While This Exists
    • Behavior (Buff) : D-8 Charge Don't Explode While This Exists ( just exists, does nothing on its own)
      • Duration: -1
    • Behavior (Buff) : D-8 Charge Fate Copy
      • Duration -1
      • Effect - Initial: D-8 Cluster Bomb Create Persistent Copy
    • Effect (Create Persistent): D-8 Cluster Bomb Create Persistent Copy
      • Period Count: 5
      • Field D-8 Cluster Bomb Create Persistant Copy
      • Currently flagged to persist until destroyed, though would not be in final implementation
      • Period Durations + (0.5000| 0.1250| 0.1250| 0.1250| 0.1250)
      • Period Effects + (D-8 Cluster Bomb Create Unit Copy| D-8 Cluster Bomb Create Unit Copy| D-8 Cluster Bomb Create Unit Copy| D-8 Cluster Bomb Create Unit Copy| D-8 Cluster Bomb Create Unit Copy)
      • Location: (None):Source Point
    • Effect (Create Unit) : D-8 Cluster Bomb Create Unit Copy
      • Unit: Spawn Range: 1.5
      • Unit: Spawn Unit: G-4 Clusterbomb
      • Target:Location - (None):Target Unit/Point
    • Unit: G-4 Clusterbomb
      • Behaviors (Buff) : D-8 Cluster Bomb Fate - Explode If Parent Lacks Buff
    • Behavior (Buff) : D-8 Cluster Bomb Fate - Explode If Parent Lacks Buff
      • Effect - Final: D-8 Cluster Bomb Explode Copy
      • Validator: D8Charge2 - Check For Parent Buff
      • Duration: -1
    • Validator (Unit Compare Behavior Count) : D8Charge2 - Check For Parent Buff
      • Validator: Behavior: D-8 Charge - Don't Explode While This Exists
      • Effect - Final: D-8 Cluster Bomb Explode Copy
      • Duration: -1
      • Validator: Compare: Equal To (Default)
      • Validator: Unit - D-8 Cluster Bomb Create Unit Copy:Caster
      • Validator: Value - 1
    • Effect(Set) D-8 Cluster Bomb Explode Copy
      • Effect: D-8 Cluster Bomb Explode Copy Knockback Search ( Search Area, applies Knockback)
      • Effect: D-8 Cluster Bomb Explode Damage Copy ( Damage effect, doesn't hurt friendlies )
      • Effect: Suicide

    What I want to happen, is that the parent mine ( a fake, it juts sits there) spawns the little mines, then nothing happens, unless one mine blows up, causing that group to all blow up.

    Right now, even *without* the effects wired up that should cause mines to explode when enemies are nearby, all of the mines blow up immediately on spawn - the validator isn't returning true. I can see the parent mine having the buff; I let it be targetable for debug purposes.

    I'm seeing the parent mine spawn explosions, constantly, instead of spawning infinitely many mines - that are, incidentally, finding the buff on the parent and then not doing anything.

    Any ideas?

    Thanks,

    -S

    Posted in: Data
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    posted a message on Causing units to suicide when other units created by the same effect die

    @DrSuperEvil: Go

    First, THANKS! I'm thoroughly impressed with the replies here.

    Re: Dr.SuperEvil:

    That last one sounds rather elegant, but I'm not sure if I can make the conjoined-ness be exclusive to one set of mines, as I'm hoping to - it looks like giving the mines conjoined behavior would make any mines from other sets explode as well, as we're just looking for nearby entities with "conjoined" on them.

    As for this: "buff on caster that causes all units to suicide. "

    How would I build such a buff? I'm not sure how to specify a search area to exclusively find units created by another, or what effects would otherwise be used to target " just units created by a persistent effect created by a behavior on this unit"

    Re:BorgDragon:

    I tried something very sikmilar to that with one persistent effect - if I let it live forever, it spawns a crazy amount of mines as it's period count can't be used. Spawning two might work... I didn't know you could aim stuff at "CreatePersistent1" from the mine at all! I'm going to play with that and a second persistent effect now.

    Thanks guys! -S

    Posted in: Data
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    posted a message on Causing units to suicide when other units created by the same effect die

    @Sylveslexi: Go

    Some alternative avenues I've identified that would also lead to an answer, should any kind soul know how to do these:

    -Somehow having each mine check it's own proximity area and those of it's cohorts ( I don't know how to get the mines to know and act on the position of the effect that spawned them )

    -Have all the mines check (the parent effect's radius minus an area in the center), finding units less than 5m away but more than 2m, and guaranteeing that at least one such unit exists, and then having them all explode

    -Somehow using a spawn behavior to build all the mines,somehow having one die kill off the unit who owned the spawn behavior, and having it set to kill spawned units on death

    -Something involving "compare unit field" or "Compare unit order count", or something similar, to learn of a unique identifying trait somehow capable of being set

    Posted in: Data
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    posted a message on Causing units to suicide when other units created by the same effect die

    Hello!

    I'm building a "Cluster Mine", meant to blow up as a group of 5 when an enemy gets too close to any one of them.

    I've got them successfully blowing up individually, and I have a behavior set such that once a validator fails, they'll all blow up.

    However, I'm having trouble building a validator capable of saying " true if 4 other units that have the same persistent effect parent are within radius 3 of parent effect, false otherwise".

    Is such a validator possible, or am I using a flawed approach?

    Any advice would be welcome!

    Thanks, -S

    Posted in: Data
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