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(Solved) Help with Auto-Taunt Ability

  • 9 posts
    #1 Apr 18, 2012 at 17:43 UTC - 0 likes

    Hihi,

    I need help with an Auto-Taunt Ability.

    According to the following -

    http://www.sc2mapster.com/forums/development/map-development/4977-solved-need-help-creating-aoe-taunt-ability/'

    I was able to get the Ability to work.

    But I desired a Passive Taunt ability with AOE of 1, basically for any enemy unit attack-move pass said unit.

    I tried to created a behavior to modify unit Attack Target Priority, but it is not under Behavior > Buff to modify.

    So the idea behind the Auto-Taunt is that

    • Create Behavior A (Buff) to Effect - periodically apply Effect B (Search)
    • Effect B (Search) detects enemy unit within 1 AOE of Source unit, then apply Effect C (Issue Order)
    • Effect C (Issue Order) commands enemy unit to use Attack on Source Target.

    It did not work, and I have no idea why.

    I believe it is the same problem as the correct definition of Unit > Value, and Target > Value.

    • What should Effect B (Search) Impact Location Value be?
    • What should Effect B (Search) Launch Location Value be?
    • What should Effect C (Issue Order) Target Value be?
    • What should Effect C (Issue Order) Unit Value be?

    Or does it have to go through

    • Effect (Search) > Effect (Apply Behavior) > Behavior (Buff - Apply Effect) > Effect (Issue Order)

    Like what the Taunt ability did?

    Any help is much appreciated.

    Last edited Apr 18, 2012 by dragooness
    #2 Apr 18, 2012 at 17:57 UTC - 0 likes

    You issue an order, to ""Attack on Source Target"" ? So, which one is it targetting? The source unit, or the target unit(IE, the enemy unit)?

    Basically, this by default works instantly if you leave pretty much everything as default on your issue order.\

    • Issue Order Effect
      • Ability: Ability - Attack
      • Target: Target+ - (None):Source Unit
      • Unit: Unit+ - (None):Target

    got it working on the first try.

    EDIT:: Impact Location Value and Launch Location Value as default. For your search effect, just modify the search area+ and the Search Filters, and maybe the Search Flags depending on the caster unit's size(If your source/caster unit is Size 4, and the search area is size 1, you will need to add the flag "Extend by Unit Radius".

    Last edited Apr 18, 2012 by BorgDragon
    #3 Apr 18, 2012 at 18:09 UTC - 0 likes
    Quote from BorgDragon: Go

    You issue an order, to ""Attack on Source Target"" ? So, which one is it targetting? The source unit, or the target unit(IE, the enemy unit)?

    • Effect C (Issue Order) commands enemy unit to use Attack on Source Target.

    Excuse my wording, what I meant to say is -

    • Target: Target+ - (None):Source Unit
    • Unit: Unit+ - (None):Target
    Quote from BorgDragon: Go

    EDIT:: Impact Location Value and Launch Location Value as default. For your search effect, just modify the search area+ and the Search Filters, and maybe the Search Flags depending on the caster unit's size.

    Effect (Search) > Flags

    • Extend By Unit Radius
    • Offset Area By Angle

    Should solve the problem.

    Quote from BorgDragon: Go

    got it working on the first try.

    Did not work.

    I will upload the map.

    The AoE Taunt ability on marine works, the AoE Taunt behavior on marauder does not.

    Name Description Size MD5
    TauntTest_-_Li.SC2Map Taunt 15.0 KiB 341f1c4d40ff...
    #4 Apr 18, 2012 at 18:16 UTC - 0 likes

    Uh...

    Your Marauder has no behavior set in the Behaviors+ field in the Unit tab. Might that be why? I'll keep looking if it's not... :P

    EDIT
    Everything looks fine as far as I can tell.

    I noticed one thing, which I don't think will matter much since you got it working for your marine, is that the Target:Target+ field on the search is set to Caster Unit and not Source Unit, but it works because the Marine is casting the ability, while if you are using a Passive Buff, you MIGHT need to set it to Source Unit. Other than that it looks fine.

    for the Passive you want, Behavior on the Unit, Periodically casts Search Effect, Search Effect casts Issue Order. You do not need an Apply Behavior effect for the Passive, and not even for the Taunt Ability, you can just skip the Apply Behavior and just go straight from Search -> Order.

    Last edited Apr 18, 2012 by BorgDragon
    #5 Apr 18, 2012 at 19:50 UTC - 0 likes

    You will need a Unit Order Queue validator as well.

    Last edited Apr 18, 2012 by DrSuperEvil
    #6 Apr 18, 2012 at 20:27 UTC - 0 likes

    @DrSuperEvil: Go

    Wouldn't Unit Order Queue just make the enemy unit continue its current Move order(or whichever order) and place the Attack order second/wait for the Move order to be completed before executing it?

    I have no problems not using the Validator.

    Last edited Apr 18, 2012 by BorgDragon
    #7 Apr 18, 2012 at 20:56 UTC - 0 likes

    @DrSuperEvil: Go

    Why doesn't the AoE Taunt ability require the Unit Order Queue validator?

    If it does, can you upload a working passive taunt map?

    Ty ty.

    Quote from BorgDragon: Go

    Uh...

    Your Marauder has no behavior set in the Behaviors+ field in the Unit tab. Might that be why? I'll keep looking if it's not... :P

    LOL, I am such an idiot, I put the Behavior in Unit Tab, guess what, it works. Sorry for the clumsiness.

    Last edited Apr 18, 2012 by dragooness
    #8 Apr 18, 2012 at 21:29 UTC - 0 likes

    You said you only want it to taunt stuff using the attack move. Therefore you want stuff just moving to ignore it.

    By inserting the validator into the Issue Order effect you could then perform this selective process.

    Last edited Apr 18, 2012 by DrSuperEvil
    #9 Apr 18, 2012 at 22:20 UTC - 0 likes

    @DrSuperEvil: Go

    O, that is very thoughtful of you. Thank you.

    I was just trying to make a unit into a meat shield, to defense against another player.

    That attack-move thing is just a example, I just want to make sure the another player can not attack-move pass the unit with taunt; because the unit with taunt would be weak offensively.

    Thanks very much for the attention to detail. Much love & appreciation.

  • 9 posts

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