Create a behaviour buff, and under the 'Behaviour - Modification +' option, go to the 'Behaviour' tab. Scroll to the very bottom, and you'll see 'State Flags' - set 'Cloak' to disabled. Apply the buff using your triggers, and he should permanently decloak after an attack. Of course, you can also do other handy behaviour effects, such as removing it to recloak him, giving it an expiration etc.
Hmm... :) If that's the case, I would change your buff so that it adds cloaking, make it a default behaviour of dark templars, and remove their permacloak flag (it's in the 'Unit - Flags' part, under units). You can then remove the buff when they attack, decloacking them.
Actually, that won't work since the Dark Templar has a permanent cloak. You must first actually REMOVE the permanant cloak ability and then go back and create a new cloaking ability with the restrictions you require from it to make it turn off. So, I'll just cut and paste my own tutorial here and show you where to tweak it for you own needs.
Shadowmeld
Shadowmeld is a cloaking ability that is only active while the unit is stationary. If he moves or attacks he becomes visible until he stands still again.
Ok, So this is actually pretty simple.
First off, we make a button (follow the steps above, I used the button for Dark Templar Perma-cloak since it's basically the same thing it just isn't always on.)
Name: Shadowmeld
Tooltip should say something like : Cloaked while stationary.
No hotkey needed since this will be a passive ability.
Next we go to "Behaviors", search for "Permanantly Cloaked" Right click it and hit "Duplicate Object", put a check in all the boxes and hit "OK"
Rename the behavior "Shadowmeld", suggest, hit "OK"
On the right find "Behavior - Validators (Disable)" and bring up it's window.
Hit the green "X" to add and choose "Caster is Stationary"
Repeat and add "Caster not Attacking"
(this tells the behavior that if the unit is moving or attacking the behavior turns off, but if he fulfills both those validators it turns on)
As a note "Behavior - Validators (Remove)" will permamantly remove the ability if the requirements are not met.
This paragraph above ^ is where your tweaks will come into play. Simply open the box next to the "validators - remove" and in here you add whatever you want to make turn the ability off permanently. It's tuesday morning so I can't opent he editor and check, since b-net is down. But I remember it being simple. Just keep in mind, these are requirements that when NOT fulfilled turn it off.
Now go to the "Actors" tab. There should be a "Cloak on copy" and a "Cloak off copy" if you duplicated the original behavior properly.
Pick one (lets say Cloak on copy) and go to the right near the bottom to "Sound - Sound". Bring this up and set it to "Ghost_Cloakon" (the sound a ghost makes when cloaking)
Repeat for the other but use the "off" sound.
Now go to "Unit". Bring up the unit that will use Shadowmeld.
First, on the right find "Unit - Flags" make sure the check box "Cloaked" is NOT checked. This is VERY IMPORTANT, you must turn off the perma cloak if his new cloak will ever be able to turn off
Then find "Behavior - Behaviors +" hit the green "X" and add Shadowmeld.
Your unit now has a working shadowmeld! But let's let the player know that.
Still on your unit, near the top go to "Ability - Command Card +" and add a button.
Choose the Shadowmeld button you made and set the command type to "Passive"
That should be it!!!
So simply follow this, but tweak it to your own needs and it'll work fine.
@Auracy:
That's all very nice, but my solution still works.
You certainly mistook "decloak" ghost ability wth "emp Decloak" BEHAVIOR. This is applied when an invisible unit is hit by an EMP round, making him visible for a while.
Thanks all the responses and especially for the tutorials
Ok so first off the DT doesn't actually seem to have the behavior 'Permanently Cloaked' as I first thought, he just has the flag 'Cloaked' enabled instead. Right?
Thanks all the responses and especially for the tutorials
Ok so first off the DT doesn't actually seem to have the behavior 'Permanently Cloaked' as I first thought, he just has the flag 'Cloaked' enabled instead. Right?
I got it working now, with a very simple method.
Assassin enters map - Add Permanent Cloak
Assassin attacks a unit - Remove Permanent Cloak
Simple as that :)
Well, yes, but you posted in the data forum rather than the trigger forum. I would still do it in the data editor, personally, but it's up to you. :)
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Hi,
I'd like to alter the Dark Templar, making his permanent invisibility disappear AFTER he's made his first attack.
In other words his invisibility is a on off thing for the initial strike/assassination then it's gone for good..
I understand how/what to do with triggers, but I can't find the invisibility field in the DT's data editor. What would I be removing once he attacks?
thanks
Create a behaviour buff, and under the 'Behaviour - Modification +' option, go to the 'Behaviour' tab. Scroll to the very bottom, and you'll see 'State Flags' - set 'Cloak' to disabled. Apply the buff using your triggers, and he should permanently decloak after an attack. Of course, you can also do other handy behaviour effects, such as removing it to recloak him, giving it an expiration etc.
@alejrb: Go
I had a look 'State Flags' it only contains 'Hidden'
I also checked behavior modifications to disable abilities, couldn't find any cloak, invisibility or anything like that.
image
@alejrb: Go
Hmmm I did that and it doesn't seem to work, the DT just remains cloaked. Unit - Add 1 Decloak to (Attacking Unit) from (Attacking Unit)
Debug messages definitely show the triggers is activating on each attack.
Is there anything else I need to do in the behaviors?
Hmm... :) If that's the case, I would change your buff so that it adds cloaking, make it a default behaviour of dark templars, and remove their permacloak flag (it's in the 'Unit - Flags' part, under units). You can then remove the buff when they attack, decloacking them.
Hopefully, that will work.
Going with cloak buff on templars should be good way. You can also skip triggers and make them decloak in data editor, by creating 2 effects:
Change DT's weapon to cause Set instead of damage and save yourself trigger stress.
@Yaos01: Go
Actually, that won't work since the Dark Templar has a permanent cloak. You must first actually REMOVE the permanant cloak ability and then go back and create a new cloaking ability with the restrictions you require from it to make it turn off. So, I'll just cut and paste my own tutorial here and show you where to tweak it for you own needs.
Shadowmeld
Shadowmeld is a cloaking ability that is only active while the unit is stationary. If he moves or attacks he becomes visible until he stands still again.
Ok, So this is actually pretty simple.
First off, we make a button (follow the steps above, I used the button for Dark Templar Perma-cloak since it's basically the same thing it just isn't always on.)
Name: Shadowmeld
Tooltip should say something like : Cloaked while stationary.
No hotkey needed since this will be a passive ability.
Next we go to "Behaviors", search for "Permanantly Cloaked" Right click it and hit "Duplicate Object", put a check in all the boxes and hit "OK"
Rename the behavior "Shadowmeld", suggest, hit "OK"
On the right find "Behavior - Validators (Disable)" and bring up it's window.
Hit the green "X" to add and choose "Caster is Stationary"
Repeat and add "Caster not Attacking"
(this tells the behavior that if the unit is moving or attacking the behavior turns off, but if he fulfills both those validators it turns on)
As a note "Behavior - Validators (Remove)" will permamantly remove the ability if the requirements are not met.
This paragraph above ^ is where your tweaks will come into play. Simply open the box next to the "validators - remove" and in here you add whatever you want to make turn the ability off permanently. It's tuesday morning so I can't opent he editor and check, since b-net is down. But I remember it being simple. Just keep in mind, these are requirements that when NOT fulfilled turn it off.
Now go to the "Actors" tab. There should be a "Cloak on copy" and a "Cloak off copy" if you duplicated the original behavior properly.
Pick one (lets say Cloak on copy) and go to the right near the bottom to "Sound - Sound". Bring this up and set it to "Ghost_Cloakon" (the sound a ghost makes when cloaking)
Repeat for the other but use the "off" sound.
Now go to "Unit". Bring up the unit that will use Shadowmeld.
First, on the right find "Unit - Flags" make sure the check box "Cloaked" is NOT checked. This is VERY IMPORTANT, you must turn off the perma cloak if his new cloak will ever be able to turn off
Then find "Behavior - Behaviors +" hit the green "X" and add Shadowmeld.
Your unit now has a working shadowmeld! But let's let the player know that.
Still on your unit, near the top go to "Ability - Command Card +" and add a button.
Choose the Shadowmeld button you made and set the command type to "Passive"
That should be it!!!
So simply follow this, but tweak it to your own needs and it'll work fine.
Copied from: http://forums.sc2mapster.com/resources/tutorials/11028-tutorial-data-misc-how-to-morphing-shapeshifter-druid/#p8
Thanks all the responses and especially for the tutorials
Ok so first off the DT doesn't actually seem to have the behavior 'Permanently Cloaked' as I first thought, he just has the flag 'Cloaked' enabled instead. Right?
I got it working now, with a very simple method.
Assassin enters map - Add Permanent Cloak
Assassin attacks a unit - Remove Permanent Cloak
Simple as that :)
@Fullachain: Go
triggers are bad :) okay not really but you know
My Income wars DT has exactly what you've been looking for. remove cloak on hit.
just put his cloak into an behavior and remove the flag. then have a set to remove the behavior as said above by uiasdnmb.
if you've only one DT triggers are fine. if there are more then one, use behaviors/effects
Well, yes, but you posted in the data forum rather than the trigger forum. I would still do it in the data editor, personally, but it's up to you. :)