Ok problem 1 is the create persistent 2 is starting from the target point and not that caster you will need to make another persistent that starts that chain so add persistent 4 between the switch 1 and the persistent 2 that targets the caster. Same for persistent 1.
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Considered easy altering of the unit textures?
For my public assets look here!
I believe I understand what the problem is causing in regards to how the effect moves the unit, but I want to verify before I go switching around triggers because I don't want to mess things up and have to redo all the things I've setup so far.
For the Persistent 4, would I be replacing the Persistent effect (2) in the Switch effect (1) with the Persistent 4 and having Persistent 4 call upon Persistent 2 with the correct target/caster point? The reason why I assume replace is because wouldn't the Create Persistent effect (2) under Switch 1 never get called upon?
And from that, for doing the 'Same with persistent 1', I assume you mean creating a Persistent 5 with the same general layout?
I know it seems like just two updates to get it to work, but I'm treading lightly since I feel like I'm not 100% sure what to change. If there's any way you could provide the list layout of the 2-4 effects like you did prior, I feel that would be best since I am obviously not adept with the approach being used.
Yeah I forgot persistents start at the point of casting so all the validation was working but it was counting from the point of casting and not the caster.
The switch was working fine but it was counting the distance from where you clicked so if you cast it at a distance greater than 4.5 it would launch the unit to the point +4.5 instead of at 4.5. The validation for going over cliffs works too but if you cast it over a cliff it would only use the cliff measureing persistent after the cliff.
You might need to add the Set 1 effect to the Target: Location - Effect field of persistent 2.
Yeah persistent 5 uses persistent 1 at caster.
I feel as though I am probably being indirect because I feel like it's disappointing to know that I'm not able to pick up on the methods you list and connect exactly what to do without the worry that something might get more messed up. I understand that I'm creating 2 persistents and the goal is to fix the orientation, but it's just not clear to me where I would be placing Persistent 4 and what it would even contain outside of Target: Location set to Caster Unit.
What makes it confusing is that Switch 1 calls Persistent 2 in its 3rd case, but creating Persistent 4 just before it shouldn't change what Persistent 2 does when it gets there. ;(
4 is inside switch 1 and uses a single periodic effect of persistent 2. Under switch 1 you replace 2 with 4.
Persistent 2 is used based on the position of the set effect so all offsets are relative to that. We want them relative to the caster. So we have the set 1 to determine the position used. the switch 1 then determines how the ability response when cast at the point. The first persistent just teleports the unit a fixed distance infront of the start point. As it is using the set as the start point we need to reset it to the caster but still using the same effect tree branch so it can be reference the set effect.
Persistent 4 is changing the start point of the persistent from the set effect to the caster. Look at my turn sensor map under my data assets for a similar concept.
As of uploading the map the last time, these are the exact changes I made:
Created Create Persistent Effect (4)
- Effect: Period Count: 1
- Effect: Periodic Effects: Create Persistent Effect (2)
Created Create Persistent Effect (5)
- Effect: Periodic Effects: Create Persistent Effect (3)
Replaced the third case of Switch 1: Create Persistent Effect (2) was changed to Create Persistent Effect (4)
Replaced the second and third case of Switch 2: Create Persistent Effect (3) was changed to Create Persistent Effect (5)
(I tried with and without this last change as well)
Under the Create Persistent Effect (2) I set the Target: Location - Effect to Set Effect (1)
Currently I'm seeing the same issues occurring where the bullet shot inside the range moves correctly, the bullet shot outside the range doesn't stop at the range limit. This is draining to know that something like this is so painful to setup despite being logically simple. Unless I did something wrong, are there any other options that are possible to consider to get the same desired effect?
The only thing that comes to mind is doing something with the duration of time the ammo can be shot in the air and then seeing if Upgrades can adjust that timer. I could find the duration of time it takes to travel 4.5 and for each range increase they get try and find a good value to increase the life by. I'm not sure though, just offhand thinking since this is absurd =(.
That can be done by getting the mover to expire after a certain time/range.
Still it should work.
Hello ;0. I've been pretty bogged down recently that I've had to delay most of my map work, so I apologize for having such a long downtime between responses. This Spectre issue is still occurring and I feel as though I've tried every option presented. I just recently tried my chances at even altering movers and just trying some type of workaround with that, but even then I couldn't receive any results.
Is there any chance you'd be able to open up the attached map again and see if anything sticks out. The attached map was prior to changing anything with movers, so I'm still at the point where it feels like a minor issue. For a off-hand refresher, the Spectre still teleports correctly in the 4.5 range, but once it is past that, it _seems_ as though it teleports to the mirror location from where the mouse actually was instead of just shooting to the maximum range limit.
Again, sorry about the delay, just a lot of work of the past week or so.
I am a PHD student so I know the burden of the daily toil.
I will look into it when I can.
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