Ok i having hard time figuring marker usage. I have interceptor-like units for the boss. I want the target to take one instance of damage when it first collides with interceptor. The trick is i need to be able collide with target once more, after it leaves the contact radius. If i just add marker to the persistent that runs on interceptor during it's lifetime, it won't be able to damage target again.
I kinda managed to deal with it, with some marker magic (using links) and second persistent, which runs on target and checks if interceptor left the contact radius or not, but the problem i have now is the target cannot be damaged by 2 interceptors simultaneously (while at least one TargetPersistent runs on target unit)
I tried to describe the problem in this map:
As you see, the one unit cannot be damaged by 2 beams from one caster simultaneously...
That annoys the shit out of me :X. Will be greatfull if someone help to figure this out.
i know this, but want to try not using behaviors because there is a possibility for the player to apply the damage modifiers on boss. And the Damage Modifier+ field cannot be used outside of effect scope. I need to put there the reference for unit from current effect chain, it cannot recognize units from external effect chains.
And if i will apply the behavior from the boss unit (caster of this interceptor behavior, that you introduced in your map is a boss unit), i will have the same issue.
I know a few workarounds for this (like just copying the damage modifier buffs to interceptors from the baus) i just want to know if there is no way to configure somehow effect markers. I need to make so the same unit can be damaged by beams from multiple spheres which belongs to the same caster (look my map).
that works until p.4. Thats not so easy to figure out. I assume my marker got applyied to the caster now. Not sure why you suggested behavior. Persistents are the same thing for such task. (the "Max Stack per caster" and "Max Stack" fields of behaviors most surely controlled by the same effect markers internaly/hard coded)
You guys just need to launch map before posting here, and read what i highlighted above.
As you see, the one unit cannot be damaged by 2 beams from one caster simultaneously...
Didn't mean to offend. I just spend some time to dissect the issue from another data garbage and represent it in best way possible for people willing to help.
Your 2nd suggestion kind of worked, thanks.
Edit: finaly got what the heck that was. The "id" is an unique id for the effect it is different for each effect chain launched from the same caster, so "No Markers" validator excludes only the effect from the initial chain. The "link" i used before stays the same so it is shared between all effect scopes. dang, who suppose to know this
Ok i having hard time figuring marker usage. I have interceptor-like units for the boss. I want the target to take one instance of damage when it first collides with interceptor. The trick is i need to be able collide with target once more, after it leaves the contact radius. If i just add marker to the persistent that runs on interceptor during it's lifetime, it won't be able to damage target again.
I kinda managed to deal with it, with some marker magic (using links) and second persistent, which runs on target and checks if interceptor left the contact radius or not, but the problem i have now is the target cannot be damaged by 2 interceptors simultaneously (while at least one TargetPersistent runs on target unit)
I tried to describe the problem in this map:
As you see, the one unit cannot be damaged by 2 beams from one caster simultaneously...
That annoys the shit out of me :X. Will be greatfull if someone help to figure this out.
edit: sec, i think i lost the map somewhere XD
I would imagine it works like this.
@QuantumMenace: Go
i know this, but want to try not using behaviors because there is a possibility for the player to apply the damage modifiers on boss. And the Damage Modifier+ field cannot be used outside of effect scope. I need to put there the reference for unit from current effect chain, it cannot recognize units from external effect chains.
And if i will apply the behavior from the boss unit (caster of this interceptor behavior, that you introduced in your map is a boss unit), i will have the same issue.
I know a few workarounds for this (like just copying the damage modifier buffs to interceptors from the baus) i just want to know if there is no way to configure somehow effect markers. I need to make so the same unit can be damaged by beams from multiple spheres which belongs to the same caster (look my map).
@ImperialGood: Go
that works until p.4. Thats not so easy to figure out. I assume my marker got applyied to the caster now. Not sure why you suggested behavior. Persistents are the same thing for such task. (the "Max Stack per caster" and "Max Stack" fields of behaviors most surely controlled by the same effect markers internaly/hard coded)
You guys just need to launch map before posting here, and read what i highlighted above.
Didn't mean to offend. I just spend some time to dissect the issue from another data garbage and represent it in best way possible for people willing to help.
Your 2nd suggestion kind of worked, thanks.
Edit: finaly got what the heck that was. The "id" is an unique id for the effect it is different for each effect chain launched from the same caster, so "No Markers" validator excludes only the effect from the initial chain. The "link" i used before stays the same so it is shared between all effect scopes. dang, who suppose to know this