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    posted a message on Face Target before Unburrow
    Quote from DrSuperEvil: Go

    I would add a Buff behaviour that uses a periodic Search Area that applies an Issue Order to the roach. This is validated by an ennumerate area larger than that for unburrowing. That way it will find a target and be ordered to move towards it making it face the right direction before it comes into range to unburrow.

    Not able to get this working... Did the following:

    - Created two actors for the burrowed roach which represent the Aquire range and Attack (surface) range for visual testing.

    - Created a Buff Behavior set to call a Search Area effect every 0.2 seconds

    - Created a Search Area Effect looking at range 6 for enemies.

    - Created a Issue Order Effect set to Attack having an Enumerated Area Validator which looks in a range of 6 for enemies.

    Buff uses a Search to Issue Order to Attack with Validator. I think I have the chain set up correctly, but missing something apparently. I watched OneTwo's Video on setting up a Healing Fountain where he sets up a periodic buff to search which calls another effect to apply a behavior. Can't seem to find an example of a periodic buff which searches an area, find targets, and issues an orders to itself. I've attached the file I'm working on.

    Posted in: Data
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    posted a message on Face Target before Unburrow
    Quote from DrSuperEvil: Go

    If you want trigger answers stop posting in the data forum and do so in the trigger forum.

    My apologies DrSE. Making stupid comments like asking to do something in the data editor vice a trigger (when I'm in the data forum) is redundant and wastes the reader's time. I'll keep my comments more focused in the future.

    Posted in: Data
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    posted a message on Face Target before Unburrow
    Quote from DrSuperEvil: Go

    I would add a Buff behaviour that uses a periodic Search Area that applies an Issue Order to the roach. This is validated by an ennumerate area larger than that for unburrowing. That way it will find a target and be ordered to move towards it making it face the right direction before it comes into range to unburrow.

    You've mentioned a few things I've not yet attempted like adding a buff behaviour, periodic search area and issuing orders... all of which sounds like its in the data editor which is what I'm looking for vice a trigger. I'll search around for examples of each one of those. I'll post back if I get all tripped up (highly likely). Thx for the suggestion and the homework assignment! :-)

    Posted in: Data
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    posted a message on Multiple Weapons for a Carpet Bomber
    Quote from SyphonEight: Go

    What I instead get is that 1 unit is targeted and sometimes, if you click multiple units fast enough, you'll attack multiple units. What do?

    I'm really new to this, but I believe a unit can only fire upon one unit at a time and acquires the target with the highest priority in range. Hell, I can barely chew gum and walk at the same time, much less use 6 different weapons firing at 6 different targets simultaneously. :-)

    Posted in: Data
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    posted a message on (Solved) Blink change the direction of caster?
    Quote from xXdRaGoNrIdDeRXx: Go

    ok thats what the issue was so anybody that finds this thread it is now solved just change regular blink ability Arc to 0

    Unit - Order (Triggering unit) to (Stalker - Blink targeting ((Position of (Triggering unit)) offset by 4.0 towards 180.0 degrees)) (Replace Existing Orders)

    Stalker will blink in the opposite direction a distance of 4... but facing the direction of the blink then turns to face the target. Set Stalker - Blink Ability Arc = 0 like mentioned above, but is not working. Also adding Zeratul's blink ability to the stalker and plugging in Zeratul -Blink in the trigger, but does the same thing. Any idea what I'm doing wrong?

    Would also like to know if this same thing is possible in the data editor instead of using a trigger? If so, anyone have an example? Thx

    Edit - Setting Stalker Ability Stationary Turning Rate = 2880 (its max) will almost make the turn instantaneous... but still looking for a fix to have it keep the face as it blinks?

    Posted in: Data
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    posted a message on Face Target before Unburrow
    Quote from ckSynergy: Go

    @Morato7: Go

    Does your burrowed roach have a weapon?

    Yes, in the update above I mentioned that.. not sure if you replied before or after. Adding a weapon worked, but only for a stationary burrowed roach. My map spawns a raoch, burrows it and ordered to attack a point. Problem I'm having (without the fake weapon) is that when the roach unburrows from the Auto Cast, its not facing its target. The facing appears to be random and will only face the target once the unburrow animation is finished.

    By adding this "fake weapon" the roach will stop at a distance of 6 from a target and "pretend" to be attacking it while burrowed. I need to the roach to get in ambush range before it surfaces and attacks.

    Posted in: Data
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    posted a message on Face Target before Unburrow

    I have burrowed roaches that Auto Cast unborrow when a target is within a range of 2. Unfortunately, they are stuck facing the burrowed angle and do not turn to face their target until after they surface thus wasting time and taking damage.

    What I would like for them to do while burrowed is turn to face (and track) a potential target within sight range (set to 6). I would like to do this in the data editor instead of a trigger if possible? Any sudgestions? Thx in advance!

    Update - Got this sort of working by giving the burrowed roach the ability to attack and giving it a fake weapon that has a range of 6. The stationary roach will start tracking the target at range 6 and turn to face it while the target moves. All great for a stationary burrowed roach, but once you issue an order for the burrowed roach to attack a point (part of my map) it will stop and use the fake weapon (doing nothing but tracking) at range 6.

    Posted in: Data
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    posted a message on [solved] Stim Autocast Validator
    Quote from Kueken531: Go

    Just add another validator of type Unit Behavior Count, which checks for the stim behavior.

    Much thx K. Worked perfectly... Stims once and waits for the current one to finish before Stimming again. Removed the >90% hp validator and added > 50% hp. Created and added a validator named "Stimpack Off" of type Unit Compare Behavior Count with the following settings:

    • Value = 0
    • Unit + = Caster
    • Behavior = Marine - Stimpack

    I'm assuming that a value of 0 translates to OFF and 1 translates to ON... but not really sure. Just know that set to 0 the validator worked and 1 it did not.

    Posted in: Data
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    posted a message on [solved] Stim Autocast Validator
    Quote from Kueken531: Go

    Try a Unit Compare Target Order Range validator. Ability - Attack Compare - Less Than Other Unit + - Target Unit + - Caster Range - (your desired activation range)

    Use this in conjunction with the canCharge (unnamed) - Validator, as well as the hp > 50% validator. Now it will only activate stimpack, when having an attack order on a target within your specified range (take your weapon range or something a little higher) and >50% health, without the need of applying a buff or something.

    Bump... I was looking for the same thing and found this thread. I used the same validators and settings, and it worked. However, using >50% (or even >75%) would cause the Stimpack to Auto Cast twice in a row using up more life than necessary. I increased the >75% validator to 90% and that prevented the Stim from activating more than once.

    Question... did I do this right to make it only Auto Cast once? Realistically, I would like the Stimpack to Auto Cast, wait until it wares off then Auto Cast again if energy is >50%. The life validator is easy, but what validator(s) do I need to have Auto Cast check if the current Stim is finished?

    Posted in: Data
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    posted a message on Roach Burrow after an Attack
    Quote from DrSuperEvil: Go

    I used a similar system for my zerg gate. Maybe it will help.

    Well DrSE, I feel like the Scare Crow from the Wizard of Oz and wish I had only 1/10th your brain. My failure was completely around my lack of knowledge of Ability Validators and the Enumerated Validator itself. Your original suggestion was ultimately as easy as you stated once I understood what I was doing. My roach is behaving just like I want it to and has survived the Raid I was about to spray on this unit and move on.

    What I was doing wrong, and maybe this will help some other noobs when it comes to using the "Automatic" flag and the Enumerated Validator:

    - I kept trying to plug NoEnemiesNearby into the Auto Cast Validators parameter instead of the Validator Array one. I didn't notice that until I saw your map. Although the help text seems to say the same thing for both, Validator Array appears directly tied to the Automatic flag somehow.

    - The default NoEnemiesNearby has Validator Compare set to Greater Than and the Search Count is set to 0. This appears wrong, as it would only return True if there are enemies nearby and seems backwards. Changing to Less Than with a Search Count of 1 not only works, but makes sense with this validator.

    - When using Automatic, Auto Cast and Auto Cast Initially On does not need to be selected.

    - I kept thinking that the Search Areas - Compare parameter was tied to the Search Count. Its the Validator - Compare parameter that is tested against Search Count. I never noticed this until I scrubbed through the data from the map you provided. Under your "no zerg nearby" validator, you have Compare Less Than checking against the constant 1. Setting Compare - Equal To checking against the constant 0, seems to accomplish the same thing. Using the second option, would there be a problem down the road or is it just style that when your testing for 0 you test "less than" the value of 1?

    Can't thank you enough for assisting with this DrSE, and to ckS for his suggestion too. Although I worked on this for 3 days to get it to work, I've learned a lot more about things I did not know and will be able to use them in other aspects of my map too. BTW, your Zerg Gate is really cool. I think you missed your calling to be working with Blizzard directly (maybe you do, I don't know). :-)

    Posted in: Data
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    posted a message on Roach Burrow after an Attack

    @ckSynergy: Go

    I'll take a deeper look tomorrow.. just at my wits end atm. I'll also have to look into "issue order effects" as I've not played with those yet.

    Like mentioned before, getting the roach to Unburrow and attack seems to work just fine using Auto Cast. Just need to enter the minimum number of targets and the range. Adding a weapon was not required, just giving the burrowed roach a speed and adding the attack ability worked fine.

    My major hurdle is once the roach is finished attacking, is getting Auto Cast to burrow the roach. Thus far, the "NoEnemiesNearby" validator is a total bust, as I can't get it to return true for some reason. Oddly enough, "EnemiesNearby" seems to be working just fine... but if I change its parameter to Equal To 0, (and there are none) it too fails to return True.

    Adding "Caster Not Attacking" validador kinda works, but will only burrow the roach when it gets to point where I issued the roach to attack. Apparently, "Caster Not Attacking" valadator does not get checked until after the unit is at its final destination.

    Posted in: Data
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    posted a message on Roach Burrow after an Attack
    Quote from DrSuperEvil: Go

    No enemies nearby returns true if there are 0 hostiles nearby. You want this on your burrow while the unburrow has enemies nearby.

    Just can't seem to get this working... With or without Auto Cast Validators, having "Automatic" selected will cause the ability to activate... both for Burrow and Unborrow. I'm using a standard starting map to try and get this working. Nothing else has been touched except removing the requirement for Burrow ability and checking Automatic. I'm not entirely sure what "automatic" even means but seems to be overriding everything I try.

    Even tried ignoring "automatic" altogether, to get Auto Cast to work... Auto Cast works properly for Unburrow when ACM and ACR are entered. The Burrow is the one really kicking my donkey, as Auto Cast seems to want at least one target to evaluate in order to work.

    Update - To even get the Auto Cast to work for Burrow, there must be at least 1 entered in Auto Cast Minimum and range value for Auto Cast to test. Leaving these blank, all Auto Cast Validators will be ignored. Having said that, I have a test unit that is the intended kill target with a range of like 50... so it meets the requirement to have Auto Cast look at validators. Some validators work, but the NoEnemiesNearby definitely does not. Even tho there are "no enemies nearby" (0, 360, 0, 6, 0, (None), defaults) it seems to return false and Burrow never activates using this validator.

    Posted in: Data
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    posted a message on Roach Burrow after an Attack
    Quote from DrSuperEvil: Go

    I would just make the burrow/unburrow automatic and have an Enumerate Area validator preventing it if there are enemies/no enemies.

    Or do you mean attack once and burrow? Im that case you need to add a Set effect after missile impact that does the usual Damage effect and an Issue Order effect that orders the caster to burrow.

    Much appreciate the help DrSE. The behavior of Roach - Unburrow seems to work fine just by turning Auto Cast On. It will surface based on ACM and ACR settings. However the Burrow Auto Cast is still giving me trouble. After setting the Roach - Burrow Stats > Flags to Automatic and Ability > AC Validators to NoEnemiesNearby... the roach will burrow at game start. If I start with a burrowed roach it will unborrow if target is in range but immediately burrows after it surfaces... then repeats the process after 3 seconds. In theory, NoEnemiesNearby would seem to prevent the Auto Cast but its not. Just by setting the Automatic Flag, the roach dives at game start even with no validators added. It's really kicking my butt.

    And no... I'm trying to get the roach to attack all enemies in the area while its surfaced... then dive after all enemies are dead within the area and continue to attack point.

    Posted in: Data
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    posted a message on Roach Burrow after an Attack

    Scenario - Spawn Roach at Point X, use trigger to Burrow it. (If I spawn a Burrowed Roach it will not animate the dirt trail when it moves). Order burrowed Roach to attack Point Y. Any enemy targets en-route, unborrow and attack. If still alive after the attack, burrow an continue to attack Point Y.

    So I have accomplished all of the above except the last part.. burrow after the attack.

    I have done the following steps...

    To allow Roach to Burrow by changing Burrow Requirements

    - Abilities > Roach - Burrow (Roach) > Ability > Ability Commands - Morph > Execute > Commands - Requirements > Set to (None)

    To allow Burrowed Roach to Move

    - Units > Roach (Burrowed) > Movement > Speed > Set Speed

    To allow Burrowed Roach to Attack Move

    - Units > Roach (Burrowed) > Ability > Abilities > Add Value (+X) > Ability > Add Attack

    To allow Burrowed Roach to Auto surface and attack enemy

    - Abilities > Roach - UnBurrow (Roach) > Ability > Ability Commands - Morph > Execute > Commands - Flags > Check Allow Self Cast > - Stats > Flags > Check Auto Cast - Stats > Flags > Check Auto Cast > Check Auto Cast Initially On

    To allow Roach to Burrow after successful Attack ???

    - I need help here..!!! What settings do I need in the Burrow Ability? If impossible using Auto Cast, then with trigger? What would the trigger look like? I have see this scenario work in the "Desert Strike" Map, so apparently it's possible. Any help greatly appreciated... Thx

    Update - Is it possible to have the Roach (Burrow) Ability... Auto Cast if there are no units around it? Example... Burrow if you don't see any Unit(s) with X range of your position?

    2nd Update - Figured out how to use triggers to do this... One trigger to catch when the roach acquires the target to issue an order for it to stop (otherwise, it would just walk on its way after the attack to original attack point). Second trigger to catch when the Roach becomes Idle to reissue a burrow and attack order. Still, if anyone knows how to make the Burrow ability work like this with Auto Cast... would greatly appreciate the info... Thx.

    Posted in: Data
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    posted a message on Burrowed Roach - Acquires a Target?

    @Ahli634: Go

    Yea, I've been playing around with AutoCast of the Unburrow ability after reading something simular on the forum... However, seem to be having difficulty with it. I must be missing a setting or flag... :-(

    Posted in: Triggers
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