I'm trying to make one of the most complex spell I've ever tried to do.
It does not appear too complex on the first sight, but it is because of some missing things in the Editor.
So here we go, the ability I'm trying to do is similar to League of Legends' Reksai E ability with a little twist
For those who don't know, here is the description:
- The ability is a ranged ability with a target (point/terrain).
- The caster choose a point, and when the caster comes at range, the spells start.
- First thing, if the unit is not borrow, then burrow it. Continue the spell
- Create a Tunnel Entrance at the current position of the caster
- Launch the caster (like a dash) to the target point
- Create a Tunnel Exit at the destination point when the caster arrives
- Unborrow the caster
Notes:
- I use the infestor as the caster
- Both Tunnel Entrance and Exit are linked together (and only together, not like Nydus Canal)
- Any friendly unit that enters any side of the tunnel exits at the other side, automatically (without having to unload it manually)
So there are a lot of pretty easy stuff there, like creating the tunnels, launching the infestor, and some stuff I didn't tested but I think I can manage like ordering to burrow/unborrow.
I would like some advices in order to create the perfect transport ability:
- I need to be able to "customize" the effect of the transportation, for example the unit that enters can do an animation and be launched from one tunnel to another like a dash or something.
- I need to know if it's possible to use the Transport ability without having to link all Transports together on the map, and if it's possible, link to only the 2 instances when I create them.
If nothing is possible, I have a backup plan which involve automatic cast on response:
Is there a way to execute an ability targetting an unit that has been ordered "right click" to the caster?
Like for example, I select my unit, I do right click on a Tunnel, and I want that Tunnel to cast an ability to that unit. Without triggers if possible, else, I will use it.
Any help would be appreciated, thank you very much in advance!
Little thing, I had an issue with my Dash effect (I use Launch Missile) when I put "Create Unit" effect in the "Launch Effect" it works perfectly, but I couldn't do the same thing for the "Finish" or "Impact" Effect... I've tried almost everything, I was using a Set effect in between because I need to do 2 effects. I managed to fix the issue by putting the Create Unit at the end of a behavior that I was using.
Ok so you want to use a Set effect to make the target point that a Location Range validator uses to disable a Buff used for the casting. Seems you want to create a tunnel entrance unit using a Create Unit effect that uses a Teleport effect on any units ordered to move to it and are close enough. A Create Persistent effect that uses a periodic Search Area effect that has the teleport or launch missile effect validated by a Unit Compare Order Target Range validator could be used for the transportation.
Rather use a Launch Missile effect like the ultralisk burrow charge. Do not order the unit to burrow but just get the effects of the ability to make the unit play/stop the burrow animation bracket.
The Battery ability uses an effect on units ordered to move to the caster.
Where was the Create Unit effect on impact targeting?
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The location range and the buff is for when units are ordered to move to the tunnel entrance. This setup makes sure the tunnel entrance only uses computational power on periodic searches when a unit is within functional range.
How is your Create Unit effect set up? Especially under the Effect: Creation Options field.
By the Set effect cast at the start of the effect tree at the target location. If you want the tunnel to be bidirectional you would need the first Create Unit effect to make the second at the target point of the Set effect. All behaviours would also need to be applied by the effect tree.
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I managed to make it work by using triggers, so I guess I will stay that way, but If you can try to explain to me with more details on how to do it, what field to changes and how does everthing works, I'm sure that can be very helpful!
With effects any fields ending with Value have a field ending with Effect directly above it. These fields can be used to reference a previous effect in the effect tree to use that for determining the source/target. By having both Create Unit effects in the same branch of the effect tree with the Apply Behavior effects at the end of the tree it is possible to reference both created units with the buffs applied to the created units. This can allow the buffs to be used to transport units ordered to move towards them.
Hello everyone,
I'm trying to make one of the most complex spell I've ever tried to do.
It does not appear too complex on the first sight, but it is because of some missing things in the Editor.
So here we go, the ability I'm trying to do is similar to League of Legends' Reksai E ability with a little twist
For those who don't know, here is the description:
- The ability is a ranged ability with a target (point/terrain).
- The caster choose a point, and when the caster comes at range, the spells start.
- First thing, if the unit is not borrow, then burrow it. Continue the spell
- Create a Tunnel Entrance at the current position of the caster
- Launch the caster (like a dash) to the target point
- Create a Tunnel Exit at the destination point when the caster arrives
- Unborrow the caster
Notes:
- I use the infestor as the caster
- Both Tunnel Entrance and Exit are linked together (and only together, not like Nydus Canal)
- Any friendly unit that enters any side of the tunnel exits at the other side, automatically (without having to unload it manually)
So there are a lot of pretty easy stuff there, like creating the tunnels, launching the infestor, and some stuff I didn't tested but I think I can manage like ordering to burrow/unborrow.
I would like some advices in order to create the perfect transport ability:
- I need to be able to "customize" the effect of the transportation, for example the unit that enters can do an animation and be launched from one tunnel to another like a dash or something.
- I need to know if it's possible to use the Transport ability without having to link all Transports together on the map, and if it's possible, link to only the 2 instances when I create them.
If nothing is possible, I have a backup plan which involve automatic cast on response:
Is there a way to execute an ability targetting an unit that has been ordered "right click" to the caster?
Like for example, I select my unit, I do right click on a Tunnel, and I want that Tunnel to cast an ability to that unit. Without triggers if possible, else, I will use it.
Any help would be appreciated, thank you very much in advance!
Little thing, I had an issue with my Dash effect (I use Launch Missile) when I put "Create Unit" effect in the "Launch Effect" it works perfectly, but I couldn't do the same thing for the "Finish" or "Impact" Effect... I've tried almost everything, I was using a Set effect in between because I need to do 2 effects. I managed to fix the issue by putting the Create Unit at the end of a behavior that I was using.
Ok so you want to use a Set effect to make the target point that a Location Range validator uses to disable a Buff used for the casting. Seems you want to create a tunnel entrance unit using a Create Unit effect that uses a Teleport effect on any units ordered to move to it and are close enough. A Create Persistent effect that uses a periodic Search Area effect that has the teleport or launch missile effect validated by a Unit Compare Order Target Range validator could be used for the transportation.
Rather use a Launch Missile effect like the ultralisk burrow charge. Do not order the unit to burrow but just get the effects of the ability to make the unit play/stop the burrow animation bracket.
The Battery ability uses an effect on units ordered to move to the caster.
Where was the Create Unit effect on impact targeting?
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
Thank you for your response.
I didn't understand the first part with the Location Range validator and the Buff, what is that for?
Oh yea right I forgot about that Battery, I was thinking about it but I didn't remembered it had one ability like this.
As for the Create Unit on Impact, I tried everywhere: Source/Caster/Target/Outer - Point/Unit, every combination...
The effect does not trigger at all. I used a trigger that print the name of an effect that has been triggered, and it was never displayed.
As I said, my Create Unit was in a Set Effect along with a Remove Behavior. Both the Set and the Remove Behavior triggered. Not the Create Unit...
Thanks a lot for your help, I will dig into this!
I just tested to copy the Battery's behavior but it is actually an auto-cast, whatever the unit did before (right click or not)
Did I missed something?
EDIT: Nevermind, the Battery ability doesn't work like I thought (even with the auto cast disabled)
The location range and the buff is for when units are ordered to move to the tunnel entrance. This setup makes sure the tunnel entrance only uses computational power on periodic searches when a unit is within functional range.
How is your Create Unit effect set up? Especially under the Effect: Creation Options field.
https://sc2mapster.gamepedia.com/Data/Abilities/Battery
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
Oh ok I didn't understood about the Battery ability... I was messing things up :o
Thank you very much I will try to find a way out with (this for the moment).
How do you make sure the Tunnel knows where to teleport the unit?
By the Set effect cast at the start of the effect tree at the target location. If you want the tunnel to be bidirectional you would need the first Create Unit effect to make the second at the target point of the Set effect. All behaviours would also need to be applied by the effect tree.
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
I am not sure I understand.
I managed to make it work by using triggers, so I guess I will stay that way, but If you can try to explain to me with more details on how to do it, what field to changes and how does everthing works, I'm sure that can be very helpful!
Thanks again for your responses!
With effects any fields ending with Value have a field ending with Effect directly above it. These fields can be used to reference a previous effect in the effect tree to use that for determining the source/target. By having both Create Unit effects in the same branch of the effect tree with the Apply Behavior effects at the end of the tree it is possible to reference both created units with the buffs applied to the created units. This can allow the buffs to be used to transport units ordered to move towards them.
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