Yes that's more or less what I'm going for. Pushing your own units shouldn't be too much of a problem since this map won't have many units to control anyhow. I just don't want allies pushing you in/out of areas you want/don't want to stand in. Thank you!
I'm trying to use a Catalog set to change the value of an effect but everything I've tried so far has given be syntax errors when attempting to save. Specifically, I'm having trouble figuring out what the Field Path is for the VitalArray in a Modify Unit effect. Its raw data is given as CEffectModifyUnit_VitalArray + and the value is (a|b|c):(a|b|c) for Change:Change Fraction respectively and (Life|Shields|Energy) but I can't figure out what the specific Field Path is named (I'm trying to get the Life Change).
Catalog Field Value Set:
Catalog: Effect
Entry: whatever the name of the effect is
Field Path: VitalArray.Change[0]? VitalArray[0].Change? VitalArray +[0]?
I tried a bunch of stuff and it's all syntax errors. Am I going completely in the wrong direction?
Alright so I know the Push Priority field determines which units can push other units around... but I was hoping to have none of this happening. Period. Apparently setting all the units' Push Priorities to the same number just lets all of them push anyone around. Is there a way to set it just so none of this pushing happens at all (I still want them to have collision, just no pushing).
Ok so I'm trying to make an ability that has a cast time. I don't want the casting unit to be able to move or stop the cast once it has started but I want damage to force the unit to stop casting. Is this even possible?
In the Data Editor, if I leave the Uninterruptible empty, the caster is free to move and cancel its own cast. So I need to set the casting to be uninterruptible. But, of course, setting it to uninterruptible makes it so damage won't force the unit to move and thus, won't stop the cast.
In the Trigger Editor, I suppose I could set up some sort of thing that detects whether a unit is using ability in the cast stage and if the unit takes damage... but even so, there's no action that cancels the casting of abilities so I wouldn't be able to stop it from casting even if I get the trigger to detect it.
Any suggestions on how to get this working? Am I just looking in all the wrong places?
Is it possible to have a missile that travels in a spiral outwards from the source? Not one that spirals around the axis of fire but rather one that will essentially travel forward with a left/right turn constantly on.
I attempted to make a Throw mover that had an X vector in it... but that just affected the initial launch direction and not the movement of the missile beyond that. I also tried to make it so the missile didn't move in any direction (thinking maybe the axis of fire would then stay where it was fired from) and added a Revolver motion overlay. That didn't work either, didn't even see the revolver overlay take effect... possibly due to the missile not moving anywhere.
I suppose I could go about doing it with triggers... I've already made a missile that orbits a unit with triggers. Perhaps I can edit that so that the offset distance from the source gets larger and larger over time but that just sounds annoying. Any suggestions on how to go about doing this?
Side note: When looking at the overlays, I noticed a type called Orbit. Any idea how that works? I tried fiddling with it a little but I couldn't quite figure out what fields changed the overlay (since there's just revolver and wave options to change) or how exactly it affected the mover (all I saw was the missile going forward, then backward, repeat... but always ending up traveling more forward so it actually gained distance).
I have a unit with an ability that launches a projectile at a location, not a target. This projectile will suicide and damage will be dealt to the first enemy it comes within range of through the use of an area search effect bound to the projectile. Since it wasn't a targeted ability, the damage dealt (and kill credit) is not linked to the caster unit. As such, any sort of life leeching I set on the damage does not come back to the casting unit (I've tried using Caster, Source, Origin, nothing works).
I have also attempted to set a variety of behaviors, searches, and validators to create a healer to heal the caster if a buff was found on both the caster (buff given at the time of launching) and any random enemy within range (buff given with the damage) but this method has failed as well.
Then I went into the triggers and found that I couldn't link any specific events or conditions to particular effects going off (like the damage effect triggering when the projectile detects an enemy). Nor could I determine whether an enemy (any enemy unit) takes damage while something like a behavior buff was on my unit (applied like above).
Does anyone have an idea for making this work? Any help would be greatly appreciated... even something that proves this can't be done would be extremely useful since it means I can give up on this and try doing something else instead.
Ok so search results only turn up things like how to edit the cooldown or to add cooldowns to an ability or to lower cooldowns with ability level or stuff like that. Unfortunately, that's not what I'm looking for. I want to create an ability (by trigger or by data editor) that reduces the cooldown of an ability that's already on cooldown.
It'd be easier with an example so...
Ability A - 10 second cooldown
Ability B - lowers Ability A's cooldown by 5
I use Ability A, it is now counting down those 10 seconds.
I use Ability B after 1 second (Ability A has 9 seconds left), Ability A's cooldown is now only 4 seconds remaining and counting down.
I tried using the "Add Cooldown For Unit Ability" trigger with a negative value but that doesn't seem to work. Or maybe I'm inputting the wrong thing into the cooldown string section of that trigger. Speaking of which, what goes in that part of the trigger anyhow? Any help with this would be greatly appreciated.
So I've got that problem you've said is very common with missiles... it's launching from the unit origin. I fiddled with the Events, Host stuff, Site stuff, Launch Site... nothing seems to work. I was hoping that I could avoid using any sort of attachment (I just want the missile to shoot from a point on the unit, not an attachment on the unit), but I tried that method too with no success. I did get the attachment to attach properly to the unit's weapon, just not the projectile to shoot from it. If you could look over it (and maybe find a solution?), that would be awesome. And if an attachment can be avoided, that would be great too. Thanks in advance... and probably a thanks later too.
I named everything Player(whatever object name) to make the objects easier for you to find. When testing, just use Attack and select the location. The missile (photon cannon shot) should fire in the direction you targeted (except in the current build, it's half buried in the floor rather than flying through the air).
Stupid note: yes, the lyote critter as a gun attachment looks really silly... I picked a model at random since I didn't want an attachment in the first place.
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@RileyStarcraft: Go
Awesome! Thank you! I suppose I should find out how to view the raw XML now to avoid future re-occurrences.
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@RileyStarcraft: Go
Yes that's more or less what I'm going for. Pushing your own units shouldn't be too much of a problem since this map won't have many units to control anyhow. I just don't want allies pushing you in/out of areas you want/don't want to stand in. Thank you!
0
I'm trying to use a Catalog set to change the value of an effect but everything I've tried so far has given be syntax errors when attempting to save. Specifically, I'm having trouble figuring out what the Field Path is for the VitalArray in a Modify Unit effect. Its raw data is given as CEffectModifyUnit_VitalArray + and the value is (a|b|c):(a|b|c) for Change:Change Fraction respectively and (Life|Shields|Energy) but I can't figure out what the specific Field Path is named (I'm trying to get the Life Change).
Catalog Field Value Set:
I tried a bunch of stuff and it's all syntax errors. Am I going completely in the wrong direction?
0
Alright so I know the Push Priority field determines which units can push other units around... but I was hoping to have none of this happening. Period. Apparently setting all the units' Push Priorities to the same number just lets all of them push anyone around. Is there a way to set it just so none of this pushing happens at all (I still want them to have collision, just no pushing).
0
Ok so I'm trying to make an ability that has a cast time. I don't want the casting unit to be able to move or stop the cast once it has started but I want damage to force the unit to stop casting. Is this even possible?
In the Data Editor, if I leave the Uninterruptible empty, the caster is free to move and cancel its own cast. So I need to set the casting to be uninterruptible. But, of course, setting it to uninterruptible makes it so damage won't force the unit to move and thus, won't stop the cast.
In the Trigger Editor, I suppose I could set up some sort of thing that detects whether a unit is using ability in the cast stage and if the unit takes damage... but even so, there's no action that cancels the casting of abilities so I wouldn't be able to stop it from casting even if I get the trigger to detect it.
Any suggestions on how to get this working? Am I just looking in all the wrong places?
0
Is it possible to have a missile that travels in a spiral outwards from the source? Not one that spirals around the axis of fire but rather one that will essentially travel forward with a left/right turn constantly on.
I attempted to make a Throw mover that had an X vector in it... but that just affected the initial launch direction and not the movement of the missile beyond that. I also tried to make it so the missile didn't move in any direction (thinking maybe the axis of fire would then stay where it was fired from) and added a Revolver motion overlay. That didn't work either, didn't even see the revolver overlay take effect... possibly due to the missile not moving anywhere.
I suppose I could go about doing it with triggers... I've already made a missile that orbits a unit with triggers. Perhaps I can edit that so that the offset distance from the source gets larger and larger over time but that just sounds annoying. Any suggestions on how to go about doing this?
Side note: When looking at the overlays, I noticed a type called Orbit. Any idea how that works? I tried fiddling with it a little but I couldn't quite figure out what fields changed the overlay (since there's just revolver and wave options to change) or how exactly it affected the mover (all I saw was the missile going forward, then backward, repeat... but always ending up traveling more forward so it actually gained distance).
0
I have a unit with an ability that launches a projectile at a location, not a target. This projectile will suicide and damage will be dealt to the first enemy it comes within range of through the use of an area search effect bound to the projectile. Since it wasn't a targeted ability, the damage dealt (and kill credit) is not linked to the caster unit. As such, any sort of life leeching I set on the damage does not come back to the casting unit (I've tried using Caster, Source, Origin, nothing works).
I have also attempted to set a variety of behaviors, searches, and validators to create a healer to heal the caster if a buff was found on both the caster (buff given at the time of launching) and any random enemy within range (buff given with the damage) but this method has failed as well.
Then I went into the triggers and found that I couldn't link any specific events or conditions to particular effects going off (like the damage effect triggering when the projectile detects an enemy). Nor could I determine whether an enemy (any enemy unit) takes damage while something like a behavior buff was on my unit (applied like above).
Does anyone have an idea for making this work? Any help would be greatly appreciated... even something that proves this can't be done would be extremely useful since it means I can give up on this and try doing something else instead.
Edit: Solved.
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It works! Awesome! Thank you so much for that. Also, I didn't find your wording to be confusing so don't worry about it.
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Ok so search results only turn up things like how to edit the cooldown or to add cooldowns to an ability or to lower cooldowns with ability level or stuff like that. Unfortunately, that's not what I'm looking for. I want to create an ability (by trigger or by data editor) that reduces the cooldown of an ability that's already on cooldown.
It'd be easier with an example so...
Ability A - 10 second cooldown
Ability B - lowers Ability A's cooldown by 5
I use Ability A, it is now counting down those 10 seconds.
I use Ability B after 1 second (Ability A has 9 seconds left), Ability A's cooldown is now only 4 seconds remaining and counting down.
I tried using the "Add Cooldown For Unit Ability" trigger with a negative value but that doesn't seem to work. Or maybe I'm inputting the wrong thing into the cooldown string section of that trigger. Speaking of which, what goes in that part of the trigger anyhow? Any help with this would be greatly appreciated.
0
So I've got that problem you've said is very common with missiles... it's launching from the unit origin. I fiddled with the Events, Host stuff, Site stuff, Launch Site... nothing seems to work. I was hoping that I could avoid using any sort of attachment (I just want the missile to shoot from a point on the unit, not an attachment on the unit), but I tried that method too with no success. I did get the attachment to attach properly to the unit's weapon, just not the projectile to shoot from it. If you could look over it (and maybe find a solution?), that would be awesome. And if an attachment can be avoided, that would be great too. Thanks in advance... and probably a thanks later too.
I named everything Player(whatever object name) to make the objects easier for you to find. When testing, just use Attack and select the location. The missile (photon cannon shot) should fire in the direction you targeted (except in the current build, it's half buried in the floor rather than flying through the air).
Stupid note: yes, the lyote critter as a gun attachment looks really silly... I picked a model at random since I didn't want an attachment in the first place.