So I'm essentially trying to allow a unit to move while using the neural parasite ability on an enemy. I know that removing the "channeled" flag will do just that and it works fine, but my issue is I want the control effect to terminate if the unit gets to far from the caster of neural parasite.
I've been trying to use the Enumerate Area validator as the periodic validator for the persistant effect (which is run continuously on the targeted 'victim') to check and see if the 'victim' is too far from the caster. I was using a Unit Filters validator inside the Enumerate Area with the Validator: Unit+ set to Effect -> launch neural parasite missile (which is what directly creates the persist effect on impact) Value -> Source. The Enumerate Area searches in a radius of 11 using the compare value "Equal To" , the Search: Count is set to 1, and the Validator: Compare is set to "Greater Than Or Equal To"
I vaguely recall the infestor at one point being able to use the ability, move around while doing so, and have a max "controlling" range, but that might have been SC1 as I can't seem to find the ability anywhere in the editor.
ah, thanks! the Location Range validator does the trick. as for the actor, i saw in the WDE #2 someone gave the overseer a tentacle weapon and simply made the missile unit actor have the tentacle model rather than an invis model with the tentacle as a separate actor that gets called upon. I'll try that to try and get around the nit-picky parts of the tentacle actor.
So I'm essentially trying to allow a unit to move while using the neural parasite ability on an enemy. I know that removing the "channeled" flag will do just that and it works fine, but my issue is I want the control effect to terminate if the unit gets to far from the caster of neural parasite.
I've been trying to use the Enumerate Area validator as the periodic validator for the persistant effect (which is run continuously on the targeted 'victim') to check and see if the 'victim' is too far from the caster. I was using a Unit Filters validator inside the Enumerate Area with the Validator: Unit+ set to Effect -> launch neural parasite missile (which is what directly creates the persist effect on impact) Value -> Source. The Enumerate Area searches in a radius of 11 using the compare value "Equal To" , the Search: Count is set to 1, and the Validator: Compare is set to "Greater Than Or Equal To"
I vaguely recall the infestor at one point being able to use the ability, move around while doing so, and have a max "controlling" range, but that might have been SC1 as I can't seem to find the ability anywhere in the editor.
Enumerate Area will usually go by search filters etc, not individual units. What does work is the Location Range validator type:
This is the specification needed for your problem, in principal the validator type should also work with points and chain lightning type abilities.
Trouble is neural parasite actors are really fussy. Unless it is channelled the actors mess up.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
ah, thanks! the Location Range validator does the trick. as for the actor, i saw in the WDE #2 someone gave the overseer a tentacle weapon and simply made the missile unit actor have the tentacle model rather than an invis model with the tentacle as a separate actor that gets called upon. I'll try that to try and get around the nit-picky parts of the tentacle actor.
look how viper grapple is done.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg