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Making a custom ability and dont know how?

    #81 Mar 17, 2013 at 16:52 UTC - 0 likes

    I DO know that. Actually i got an effect- instant ability all set up. my problem at the moment is that the caster stops moving if you use it

    and for the weapons: would it work, upon activating the "fire front cannons" ability, to load the item in item slot 1 (how can you adress that in triggers?) compare it to a certain item (so basically switch it) until you have found the item it is (so lets say a "basic energy blast cannon") then loading the stacksize of the item (lets say "5" in this case) and then using an ability that launches that projectile(so "launch energy blast cannon, front" and calls that ability once for each stack resulting in 5 energy blasts beeing fired.

    i think i wont do the reduced cannonball spread, seems to be far too complicated/impossible :)

    Last edited Mar 26, 2013 by sc2aaa
    #82 Mar 17, 2013 at 17:18 UTC - 1 like

    Check the "Transient" flag if you don't want an ability to interrupt orders.

    Projects: Starmon - RuneCraft
    http://i.imgur.com/1jpXAne.png

    #83 Mar 17, 2013 at 21:31 UTC - 0 likes

    Ah thx :) I solved the cannonball spread in the following way: create an efffect (set) called fire init created 7 persistent creators (one center 3 left 3 right) added all of those into the set and made it random (center one twice for increased chance) the persistent creators then call the launch effect

    and of course i need to get the inventory reading stuff done

    so probably a trigger...

    Unit - Any Unit uses "fire front" at cast (ignore shared abilities) but i dont know where to go from there... i want the trigger to return the item at inventory slot 1 and compare it to a cannon item(acually all cannon types until one is found) (repeat for slots 2 and 3) the other fire ability should check slots 4 5 and 6

    but i dont see a proper item trigger to do that

    btw: edited my posts, stating what i have done already

    Last edited Mar 26, 2013 by sc2aaa
    #84 Mar 26, 2013 at 19:38 UTC - 0 likes

    now i want to load the stack count:

    set variable stack count =stack count[this doesnt exist afaik] of (item carried by (triggering unit) in 1

    but there is no stack count function.

    Last edited Mar 29, 2013 by sc2aaa
    #85 Mar 26, 2013 at 19:54 UTC - 0 likes

    @sc2aaa: Go

    Yeah I looked at the trigger editor, doesn't seem to be any function for that.. So your only thing would be to keep track of all items' count with triggers, so that when you purchase an item, you set it's custom value to the default item count of that item.

    Then when you use the item, you reduce the custom value of it by 1. Or when you want to merge an item, you take it's custom value and add it to the item being merged with and set the stack count to the custom value..

    A bit overly complicated for a simple thing =/

    #86 Mar 29, 2013 at 09:26 UTC - 0 likes

    well i got the stacking managed www.sc2mapster.com/forums/resources/trigger-libraries/5636-library-item-utility-library/ even with that i had to write a huge workaround, but it helped alot.

    now on to making the projectile not affected by terrain :X

    i m using an ability similar to kuekens http://www.sc2mapster.com/forums/resources/tutorials/17154-data-colliding-projectiles/ fireball

    but when the persistent is created at a position lower than the caster, it starts following the terrain.

    i m using the punisher grenades weapons mover. (guidance)

    what do i have to change to make the missile just fly straight ahead and never lower its height?

    i tried changing the mover to ignore terrain and the missile unit to ignore terrain but neither one of those worked changing the mover to parabolic didnt do the job either, it seemed to worsen the problen, making the missile drop staight down

    Last edited Apr 08, 2013 by sc2aaa
    #87 Apr 19, 2013 at 19:35 UTC - 0 likes

    I want to create a active ability.

    Basically, every 6 units the unit moves deals 30 damage to nearby enemies in a radius of 5 and slowing them by 0.1. The unit itself gains 0.1 MS for every 4 units walked.

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