First the unit casts the Meditation ability, which slows their movement speed and allows them to cast Feedback for three seconds. This works fine.
If Meditation was used for 0-1 seconds before Feedback, Feedback to be cast with range 6. If Meditation was used for 1-2s before Feedback, Feedback to be cast with range 8. If Meditation was used for 2-3s before Feedback, Feedback to be cast with range 10. The only solution I can think of, periodically increasing an upgrade level to increase Feedback's range, won't work as the player has multiple units that can use Meditation, and therefore look to use Feedback at different ranges at the same time.
Use a create persistent effect that is channelled and can be interrupted that adds buff stacks that a switch effect then uses to determine the final range.
How can I use a switch effect to determine the final range?
I'm wanting to have a spell (say, Feedback), and have the caster channel for up to two seconds. The longer the spell channels the more range it has. How would I go about doing this?
My understanding is that all units that share a conjoined behaviour take damage when one unit takes damage. This would cause all marines in the squad to take damage when one does, instead of just the marine that took the damage and the controller. It also wouldn't play nice if several marine squads are stacked on top of each other.
I've created a squad of 8 marines, that I'm controlling using an invulnerable dummy unit that has the 8 marines as a magazine. I'd like the dummy unit's health to be equal to that of the total health of the 8 marines in the squad. Each marine has 45 health, so the dummy unit has 360 health. My first guess was to use a conjoined behavior but that isn't going to work for obvious reasons. Preferably there is a data solution to this, as a trigger solution is probably inefficient.
On a side note, how can I get ammo units to stop attacking and recall when the unit with the magazine ability issues a move order? Right now they keep attacking until the leash range is hit and that's a bit of a pain.
I've set it up, and I've found two issues with it.
1. Bonus damage doesn't seem to work with the AoE damage caused by Search: Area. It definitely isn't the arithmetic, as I set it to a flat 10 damage and it still wasn't working, but setting the effect itself to do a flat 10 damage did work.
2. I took the feedback ability's impact sound and model and duplicated them for the dummy damage. The model (and presumably the sound) is triggering at the location of the killing unit, not where the unit died.
I'm looking to make an ability similar to the Bloodsplosion ability from Borderlands. Put simply, all overkill damage to a target is dealt in an area of effect around them. This effect can proc itself also. I originally asked this in the Data section, but was directed here (unfortunately, I hate using triggers for this kind of thing). 1. How would I find the overkill damage dealt to a unit when it dies? 2. How would I deal damage equal to this overkill amount?
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I'm looking to make an ability simular to Alarak's Lightning Surge in HotS.
The ability deals damage to the target unit, and twice that damage to units between the caster and the target unit.
How would I go about making this?
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What I'd like exactly is the following:
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Feedback is a point and click ability that deals (energy) damage to the target unit, no projectile or anything. Your proposed solution wouldn't work.
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I'm using an external magazine so that wouldn't be possible anyway.
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How can I use a switch effect to determine the final range?
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I'm wanting to have a spell (say, Feedback), and have the caster channel for up to two seconds. The longer the spell channels the more range it has. How would I go about doing this?
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There is a function to do the opposite (Magazine owner of unit). Is there any way to get a unit group for all magazine units owned by a unit?
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My understanding is that all units that share a conjoined behaviour take damage when one unit takes damage. This would cause all marines in the squad to take damage when one does, instead of just the marine that took the damage and the controller. It also wouldn't play nice if several marine squads are stacked on top of each other.
How exactly would I do that? Would I need to use an augment ability?
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I've created a squad of 8 marines, that I'm controlling using an invulnerable dummy unit that has the 8 marines as a magazine. I'd like the dummy unit's health to be equal to that of the total health of the 8 marines in the squad. Each marine has 45 health, so the dummy unit has 360 health. My first guess was to use a conjoined behavior but that isn't going to work for obvious reasons. Preferably there is a data solution to this, as a trigger solution is probably inefficient.
On a side note, how can I get ammo units to stop attacking and recall when the unit with the magazine ability issues a move order? Right now they keep attacking until the leash range is hit and that's a bit of a pain.
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What is the link for it then, if it's still on the site?
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Necroing, thread doesn't exist anymore?
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Reduce the value of all the durations to the desired amount. Is what worked for me anyways.
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Worked the trick
Ended up having to use a dummy effect to make the models work, but it's a pretty good trigger workaround.
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I've set it up, and I've found two issues with it.
1. Bonus damage doesn't seem to work with the AoE damage caused by Search: Area. It definitely isn't the arithmetic, as I set it to a flat 10 damage and it still wasn't working, but setting the effect itself to do a flat 10 damage did work.
2. I took the feedback ability's impact sound and model and duplicated them for the dummy damage. The model (and presumably the sound) is triggering at the location of the killing unit, not where the unit died.
0
I'm looking to make an ability similar to the Bloodsplosion ability from Borderlands. Put simply, all overkill damage to a target is dealt in an area of effect around them. This effect can proc itself also.
I originally asked this in the Data section, but was directed here (unfortunately, I hate using triggers for this kind of thing).
1. How would I find the overkill damage dealt to a unit when it dies?
2. How would I deal damage equal to this overkill amount?