ive also seen people add abilities to units that order the unit in the up,down,left,right directions and just used the WASD keys as the hotkeys for the movement abilities.
i believe it has something to do with the "Location" in the cooldown part of the Cost: Cost+ field. not sure as i haven't really played with that too much but i believe changing the location from 'ability' to 'player' might do what you're after.
I believe the ability limit pertains to the max number of abilities that a single unit can have. If you use a morph ability, it essentially changes one unit into a different unit. you can pretty much exploit unit morphing to have a "single" unit have an unlimited number of abilities. I don't believe that there is a limit to the number of abilities you can have in the map, just on a single unit :)
okay. the first place to start would be to create an effect - instant ability. then add a search effect with Search: Radius set to 500. set the Search: Search Filters to target only enemies and an attribute that is specific to heroes. make sure that the flag "visible" is set to 'allowed' rather than 'required' so that enemy heroes under the fog of war can still be hit. The next part will be split up depending on how you want the damage to be applied.
Damage applied to the area the hero was when targeted (psionic storm):
Add a create persistent effect to the 'effect' field in your search area effect under "Search: Areas +". Set the "Target: Impact Location" of the search effect to 'Target Point'. In your create persistent effect add a search effect that plays the damage effect to the "Effect: Periodic Effects". From there, you can play around with the period count and the period durations fields to set up how many times the damage will be applied and how much time is in between each damage effect, respectively.
Damage applied continuously to the hero over time (Irradiate):
Add an Apply Behavior effect to the 'effect' field in your search area effect under "Search: Areas +". Create a "Buff" behavior and add your damage effect to the "Effect: Effect - Periodic" field. From there, you can play around with the duration and the period fields to set things up to your liking.
so you want the ability to be something like this: the"wrath" ability is activated -> searches the map for enemy heroes -> play a damage effect on the hero once (or many times). Is this right?
If you want the ability to play the damage many times do you want the damage to only be played on the area where the hero was (like how 'psionic storm' works) or on the hero itself (like how the science vessel's 'irradiate' works) ?
i had a problem similar to this before. what i did was to have the persistent effect fire a search effect in its periodic effects every 0.1 sec or so. the search effect would have a radius equal to the visual radius of the shield (trial and error approach to find the right radius :P) and would only target missiles and would do a damage effect (with its "kill" flag checked) to them. the missiles would play their death effects when they were targeted and destroyed by the search and it would look like they hit the shield.
that's one way to do it if you can't find a different way that you like.
do a "pick all units in region" and then inside that function's actions put a "if then else then" with the "if" part set to 'unit has behavior' = true. and in the actions part of the "if then else then" have the trigger ordering the picked units to move.
This is the Texture Select by ID Tutorial I've been using Here
It's very useful and even comes with an attached map where you can quickly and easily change textures in-game to see all different kinds of variations on lots of units :)
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how about having the trigger wait for 1 second before checking to see if the triggering unit has the hallucination behavior?
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@pokenoufl: Go
i know there are several ice textures, but most, if not all, are cracked ice, so that probably wouldn't look very good for a hockey rink.
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i believe Mozared is talking about the functionality that lets you tilt doodads directly
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wow! that is some amazing terrain you got there :)
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ive also seen people add abilities to units that order the unit in the up,down,left,right directions and just used the WASD keys as the hotkeys for the movement abilities.
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i believe it has something to do with the "Location" in the cooldown part of the Cost: Cost+ field. not sure as i haven't really played with that too much but i believe changing the location from 'ability' to 'player' might do what you're after.
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yup. you should be able to do that as much as you want
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I believe the ability limit pertains to the max number of abilities that a single unit can have. If you use a morph ability, it essentially changes one unit into a different unit. you can pretty much exploit unit morphing to have a "single" unit have an unlimited number of abilities. I don't believe that there is a limit to the number of abilities you can have in the map, just on a single unit :)
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I just hope there will be some sweet Xelnaga unit models for us to play with in the editor
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okay. the first place to start would be to create an effect - instant ability. then add a search effect with Search: Radius set to 500. set the Search: Search Filters to target only enemies and an attribute that is specific to heroes. make sure that the flag "visible" is set to 'allowed' rather than 'required' so that enemy heroes under the fog of war can still be hit. The next part will be split up depending on how you want the damage to be applied.
Damage applied to the area the hero was when targeted (psionic storm):
Add a create persistent effect to the 'effect' field in your search area effect under "Search: Areas +". Set the "Target: Impact Location" of the search effect to 'Target Point'. In your create persistent effect add a search effect that plays the damage effect to the "Effect: Periodic Effects". From there, you can play around with the period count and the period durations fields to set up how many times the damage will be applied and how much time is in between each damage effect, respectively.
Damage applied continuously to the hero over time (Irradiate):
Add an Apply Behavior effect to the 'effect' field in your search area effect under "Search: Areas +". Create a "Buff" behavior and add your damage effect to the "Effect: Effect - Periodic" field. From there, you can play around with the duration and the period fields to set things up to your liking.
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so you want the ability to be something like this: the"wrath" ability is activated -> searches the map for enemy heroes -> play a damage effect on the hero once (or many times). Is this right?
If you want the ability to play the damage many times do you want the damage to only be played on the area where the hero was (like how 'psionic storm' works) or on the hero itself (like how the science vessel's 'irradiate' works) ?
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first of all, can you define more clearly what it is you want your ability to do? do you want it to summon maelstroms or make a unit super strong?
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i had a problem similar to this before. what i did was to have the persistent effect fire a search effect in its periodic effects every 0.1 sec or so. the search effect would have a radius equal to the visual radius of the shield (trial and error approach to find the right radius :P) and would only target missiles and would do a damage effect (with its "kill" flag checked) to them. the missiles would play their death effects when they were targeted and destroyed by the search and it would look like they hit the shield.
that's one way to do it if you can't find a different way that you like.
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do a "pick all units in region" and then inside that function's actions put a "if then else then" with the "if" part set to 'unit has behavior' = true. and in the actions part of the "if then else then" have the trigger ordering the picked units to move.
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This is the Texture Select by ID Tutorial I've been using Here
It's very useful and even comes with an attached map where you can quickly and easily change textures in-game to see all different kinds of variations on lots of units :)