Trouble is it requires two abilities which eliminates the use of the Target - Target - Effect field. Only way I can think of is via a damage response.
The first ability applies a buff that has a damage response that teleports it to the source point of the attacker but uses the Combat - Damage Response -Require Effect Array to ensure only a specific damage effect triggers it. The second ability becomes enabled once the unit to teleport is set and is cast at a point which then uses a Search Area effect to find all units with the teleport buff and applies a Damage effect with a 0.001 Combat - Amount. The damage response also removes the buff from the unit and maybe any counter buffs used by the casting unit.
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i would just edit blink... set it so that it has infinite range, yet it (i'm assuming) can only be applied to areas that are currently within your sight.
just go to the blink ability and effect, and tweak both of em to do this... sorry i don't have the method memorized, but it's easy to figure out
peranzormal Yea unfortunately its got to be that way, DrSuperEvil is correct my map features 1 caster unit that is casting this on other units.
Seems sort of crazy to me theres no (obvious?) option to have abilities that work off multiple inputs.
Thanks again DrSuperEvil will let you know when I've got it up and running.
You could do something like use one ability, which places a buff and another ability, which searches the entire map for units with this buff and teleports them to the target point. It is possible to put this all into one ability as well, however, there is no way to select 2 targets without re-casting the spell.
Then how would he tell which specific unit should blink? Sounds like your gonna need 2 abilities. One to place a buff, and a second to remove it and teleport.
Or of course you could use triggers for the ability. Something like...
The ability has a cast time and then have a trigger that when the ability begins being cast it adds the targeted unit to a variable and cancels the ability then on second use if the variable is =/= to 0 then move the unit to targeted location.
Personally tho I prefer everything possible to be done in the data editor.
If you use the marine's spell on a unit, it gets marked (and the mark on the previously marked unit gets removed); if you use it on a point, the currently marked unit gets teleported to that point.
In its current state, it is not MUI at all, only one unit on the whole map can be marked at a time. However, I am sure, this could be improved to be at least MPI.
And that has inspired me. You could convert that into a data only single ability using a Switch effect and Location validators. The buff applied to the unit when targeting a unit adds a hidden teleport effect weapon that is by default disabled and the destination branch of the effect tree when targeting a point uses a search area effect that on impact orders the unit to attack the source point of the search and applies an enabling buff for the weapon so it fires teleporting the unit. The weapon can then also remove the enabling buff.
And that has inspired me. You could convert that into a data only single ability using a Switch effect and Location validators. The buff applied to the unit when targeting a unit adds a hidden teleport effect weapon that is by default disabled and the destination branch of the effect tree when targeting a point uses a search area effect that on impact orders the unit to attack the source point of the search and applies an enabling buff for the weapon so it fires teleporting the unit. The weapon can then also remove the enabling buff.
I don't see the point. In the example map, it is already a single data-only ability with a switch effect and it teleports the unit without any hidden weapon or something alike. So why all the trouble, isn't this already just what we want? Or did I miss something?
MUI - Multi-Unit Instanceable
Can be cast from more than one unit of the same player at the same time
(I.e. any number of simultaneous instances from the same player will still work correctly)
MPI - Multi-Player Instanceable
Can be cast from at most one unit of the same player at the same time
(I.e. a given player can not cast this more than once at once...)
It is true, that these terms are usually used when talking about triggers, but like celerisk pointed out, the fundamental definitions are not in any way related to triggers only.
By using a behavior and a global search for any unit with this behavior, I disabled Multi Unit Instanceability; regardless of which unit / owning player casts the spell, the marker gets used by all other units with this ability. If this spell would be MUI, each unit could mark their own targets and teleport them around, without interfering with the teleport abilities of other units.
Yeah sorry did not have alot of time earlier to look at the map so by using those terms I wrongly assumed you had used some triggers. Still it would be easy enough to make at least the second part multi unit castable by adding another feature to the switch which adds the buff to units without and and removes it from those with it.
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Could'nt you make this MPI by making the ability only apply the buff to units owned by Player, and limiting the global search to only units of the same player of the caster?
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Need an ability that would allow the player to select any unit on the map and then select a point for it to be teleported to.
Any ideas ?
Cheers
Does it have to be that way? Or can you just give all the units a long range blink?
Trouble is it requires two abilities which eliminates the use of the Target - Target - Effect field. Only way I can think of is via a damage response.
The first ability applies a buff that has a damage response that teleports it to the source point of the attacker but uses the Combat - Damage Response -Require Effect Array to ensure only a specific damage effect triggers it. The second ability becomes enabled once the unit to teleport is set and is cast at a point which then uses a Search Area effect to find all units with the teleport buff and applies a Damage effect with a 0.001 Combat - Amount. The damage response also removes the buff from the unit and maybe any counter buffs used by the casting unit.
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 would just edit blink... set it so that it has infinite range, yet it (i'm assuming) can only be applied to areas that are currently within your sight.
just go to the blink ability and effect, and tweak both of em to do this... sorry i don't have the method memorized, but it's easy to figure out
Think he wants to move units other than the caster.
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
peranzormal Yea unfortunately its got to be that way, DrSuperEvil is correct my map features 1 caster unit that is casting this on other units. Seems sort of crazy to me theres no (obvious?) option to have abilities that work off multiple inputs.
Thanks again DrSuperEvil will let you know when I've got it up and running.
You could do something like use one ability, which places a buff and another ability, which searches the entire map for units with this buff and teleports them to the target point. It is possible to put this all into one ability as well, however, there is no way to select 2 targets without re-casting the spell.
Give an unlimited range teleport to all units and make this ability have an Issue Order to use this ability to the target location.
@SoulFilcher: Go
Then how would he tell which specific unit should blink? Sounds like your gonna need 2 abilities. One to place a buff, and a second to remove it and teleport.
Or of course you could use triggers for the ability. Something like... The ability has a cast time and then have a trigger that when the ability begins being cast it adds the targeted unit to a variable and cancels the ability then on second use if the variable is =/= to 0 then move the unit to targeted location.
Personally tho I prefer everything possible to be done in the data editor.
@Skobe: Go
does all of this make sense?
@AstralCV: Go
Yeah your way is probably cleaner since the units wont lose that fraction of a health which looks imperfect.
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
@AstralCV: Go Just what I was thinking, but I posted in a rush and didn't take the time to explain myself.
Maybe something like this?
If you use the marine's spell on a unit, it gets marked (and the mark on the previously marked unit gets removed); if you use it on a point, the currently marked unit gets teleported to that point.
In its current state, it is not MUI at all, only one unit on the whole map can be marked at a time. However, I am sure, this could be improved to be at least MPI.
And that has inspired me. You could convert that into a data only single ability using a Switch effect and Location validators. The buff applied to the unit when targeting a unit adds a hidden teleport effect weapon that is by default disabled and the destination branch of the effect tree when targeting a point uses a search area effect that on impact orders the unit to attack the source point of the search and applies an enabling buff for the weapon so it fires teleporting the unit. The weapon can then also remove the enabling buff.
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 don't see the point. In the example map, it is already a single data-only ability with a switch effect and it teleports the unit without any hidden weapon or something alike. So why all the trouble, isn't this already just what we want? Or did I miss something?
Nrm then. Did not look at the map and thought you had used triggers. My bad it looks perfect.
By the way what is MPI and MUI then?
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
MUI - Multi-Unit Instanceable
Can be cast from more than one unit of the same player at the same time
(I.e. any number of simultaneous instances from the same player will still work correctly)
MPI - Multi-Player Instanceable
Can be cast from at most one unit of the same player at the same time
(I.e. a given player can not cast this more than once at once...)
It is true, that these terms are usually used when talking about triggers, but like celerisk pointed out, the fundamental definitions are not in any way related to triggers only.
By using a behavior and a global search for any unit with this behavior, I disabled Multi Unit Instanceability; regardless of which unit / owning player casts the spell, the marker gets used by all other units with this ability. If this spell would be MUI, each unit could mark their own targets and teleport them around, without interfering with the teleport abilities of other units.
Yeah sorry did not have alot of time earlier to look at the map so by using those terms I wrongly assumed you had used some triggers. Still it would be easy enough to make at least the second part multi unit castable by adding another feature to the switch which adds the buff to units without and and removes it from those with it.
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
@Kueken531: Go
Could'nt you make this MPI by making the ability only apply the buff to units owned by Player, and limiting the global search to only units of the same player of the caster?