I think I figured out a decent solution for this... Set up a persistant that uses multiple search areas and flags all the units along the line I need up to the max radius/distance with a marker or behavior. Then I use a search area aimed backwards back at the source point from the target point with an arc of like 90 (half circle) so I basically just pick up everything behind the target that has been flagged, which ends up looking like decent line damage. I'm off to actually put that into play now...
I think there is a specific field for this in the ability or the effect to make it ignore (or not) the next commands. I don't remember the field name but it was pretty clear
Okay now I know what you're talking about. There is a boolean in the teleport effect called "Clear Order Queue" which has this really crappy side effect of waiting for another command to enter the queue before clearing it or something... I dunno. If you ever use a teleport effect I would suggest disabling that.
If push comes to shove, you could make several versions of the effect with a different range, and use a trigger with a dummy effect to determine which one is actually used.
If I have to use triggers I might as well try to work something out using traceline in a custom script... I'm not ready for custom scripting yet, so I want to try to avoid this...
well the reason raynor's weapon deals damage along a line is because it's a persistant that does search areas with further and further offsets from the caster, but this results in a very static length line... what I was interested in is dealing damage to everything inbetween two points (which could be any distance apart, variable distance)
so far I've had the best success using search areas at two different points with small arcs facing each other and validating the second search area's targets against the first's using a buff, but this gives me a diamond shaped search area and tends to be too narrow for shorter distances leaving me with targets that I feel should be included
in short, I don't like diamond shaped search areas, I need a line
I've written an ability from scratch, and I have it mostly done. It's a teleport-ish ability and one thing that is plaguing me is that the ability itself works just fine, but after I cast it the unit ignores the next command given to it, regardless of if it's another teleport command or just a smart move click. It doesn't happen after my other abilities (I've made two others), so it must be specific to this one. Anybody have an ideas what is causing this?
I know that raynor's railgun snipe in the campaign can do damage to units along a specific length line, but is there a way to deal damage to units along a variable length line?
If you have to test buffs, attributes, etc... it's always better to use the 'Unit Takes Damage' with the fatal damage checked. That way the unit isn't dead when you test for buffs (and cleared). If that doesn't work then you might want to recheck how your buff is applied, and if there's a duration on the buff. If the buff isn't even present when your trigger checks then it won't spawn even if the trigger is perfectly coded.
Events:
Unit - Any Unit training progress is Started
Conditions:
(Triggering progress unit type) == Your Unit
And then under actions write the initial checks, etc. Then place a while loop that loops while the unit is training, pauses if they don't have enough resources, or unpauses if they do, and has a wait of probably 1 second. Just scale the cost check based on the length of the training and the length of your wait.
No need for a behavior of any kind. Just the trigger alone can do this.
0
I think I figured out a decent solution for this... Set up a persistant that uses multiple search areas and flags all the units along the line I need up to the max radius/distance with a marker or behavior. Then I use a search area aimed backwards back at the source point from the target point with an arc of like 90 (half circle) so I basically just pick up everything behind the target that has been flagged, which ends up looking like decent line damage. I'm off to actually put that into play now...
0
Okay now I know what you're talking about. There is a boolean in the teleport effect called "Clear Order Queue" which has this really crappy side effect of waiting for another command to enter the queue before clearing it or something... I dunno. If you ever use a teleport effect I would suggest disabling that.
0
@Rampa666: Go
I've redone the ability itself multiple times, and I can't seem to get rid of this. Need a little more of a lead to figure this out.
0
If I have to use triggers I might as well try to work something out using traceline in a custom script... I'm not ready for custom scripting yet, so I want to try to avoid this...
0
well the reason raynor's weapon deals damage along a line is because it's a persistant that does search areas with further and further offsets from the caster, but this results in a very static length line... what I was interested in is dealing damage to everything inbetween two points (which could be any distance apart, variable distance)
so far I've had the best success using search areas at two different points with small arcs facing each other and validating the second search area's targets against the first's using a buff, but this gives me a diamond shaped search area and tends to be too narrow for shorter distances leaving me with targets that I feel should be included
in short, I don't like diamond shaped search areas, I need a line
0
I mean deal damage between the caster and the target point.
0
I've written an ability from scratch, and I have it mostly done. It's a teleport-ish ability and one thing that is plaguing me is that the ability itself works just fine, but after I cast it the unit ignores the next command given to it, regardless of if it's another teleport command or just a smart move click. It doesn't happen after my other abilities (I've made two others), so it must be specific to this one. Anybody have an ideas what is causing this?
0
This would solve a lot of problems for me...
0
are you sure hotkeys don't still work with the UI turned off?
0
I know that raynor's railgun snipe in the campaign can do damage to units along a specific length line, but is there a way to deal damage to units along a variable length line?
0
currently the only time that mouse coordinates are exposed to map triggers is during the click down and up events IIRC
0
in the action to make your dialogs, chose NON-MODAL
0
If you have to test buffs, attributes, etc... it's always better to use the 'Unit Takes Damage' with the fatal damage checked. That way the unit isn't dead when you test for buffs (and cleared). If that doesn't work then you might want to recheck how your buff is applied, and if there's a duration on the buff. If the buff isn't even present when your trigger checks then it won't spawn even if the trigger is perfectly coded.
0
I think a trigger would do this the best.
Events: Unit - Any Unit training progress is Started
Conditions: (Triggering progress unit type) == Your Unit
And then under actions write the initial checks, etc. Then place a while loop that loops while the unit is training, pauses if they don't have enough resources, or unpauses if they do, and has a wait of probably 1 second. Just scale the cost check based on the length of the training and the length of your wait.
No need for a behavior of any kind. Just the trigger alone can do this.
0
pretty sure starting health just caps at max health (starting health only affects how much it has when it's first made, and cannot go over max health)