Hi there. I had a great text written down and wanted to have some markup... clicked on "Click here for details" and all was gone :(
So now the short version of my problem which could also be called a request: :-)
How do I create a push back effect on the target unit of a grenade impact? So for primary testing I would just add the effect to the marauder's grenade Set-effect.
I know I need a persistant effect, I know that this has to have a small period and a huge amount of periodic runs and a periodic apply-force-effect, but I just can't get the values right.
Best thing I could achieve was that the hit unit moves, but only straight to the south. I couldn't make it, so that the hit unit gets pushed back equal to the angle of impact (angle between missle unit and target unit).
Help me please, I hate the description of editor fields, the translations in my language took even more of their helpfullness.
Didn´t know that there is a description of the fields xD
I wouldn´t use a persistent, but a behaviour added to all units in the area, add the force effect as periodic effect to the behaviour (type buff).
For the angle: Change the field Target - Location - Value, I don´t know which value you need, I think it´s Source Point, but just try all of them.
Btw: If the units are not stunned like in the vortex ability, they will just run in the direction of the force (looks funny, but i think it´s not what you need)
There isn't a description of every field. I think they left out those that are the most unobvious and strange ones :D
Right, now that I think of it ... a buff should do the same thing like a persistant effect. But still I have no clue how to set up the fields. A buff is to my understanding simply applied to a unit, and so it doesn't have reference to some "source, caster or impact point".
The most important thing I have learned so far about the editor is, that everything is possible somehow, and that there are a dozen ways to do something. I guess and fear that finding the best, easiest and most flexible ones will take quite some experience.
Haven't looked much into behaviours. I will need to check out what sub categories there are as soon as I return from work. I could guess that there is a stun ;)
PS: Which validator checks if a position is walkable for ground units? And how can I say which point the validator uses for its checks?
Argh I liked coding more, then I at least knew what was linked and what was done :D
And thanks too b0ne123, I found that tutorial with the search function too, it pretty much made me try to do push effects with ApplyForce. But even following and copying everything that concerns pushing, I couldn't make it work ;)
Edit: Ok it seems to work ... at least something is moving. But how do I stop it when the terrain is not walkable. The inbuilt push effect pushes the target just in another direction to compensate the obstacle.
I tried adding the validator "Can find path" (or however its called in English) but that didn't work.
Hi there. I had a great text written down and wanted to have some markup... clicked on "Click here for details" and all was gone :(
So now the short version of my problem which could also be called a request: :-)
How do I create a push back effect on the target unit of a grenade impact? So for primary testing I would just add the effect to the marauder's grenade Set-effect.
I know I need a persistant effect, I know that this has to have a small period and a huge amount of periodic runs and a periodic apply-force-effect, but I just can't get the values right.
Best thing I could achieve was that the hit unit moves, but only straight to the south. I couldn't make it, so that the hit unit gets pushed back equal to the angle of impact (angle between missle unit and target unit).
Help me please, I hate the description of editor fields, the translations in my language took even more of their helpfullness.
Thanks, Rushhour
Didn´t know that there is a description of the fields xD
I wouldn´t use a persistent, but a behaviour added to all units in the area, add the force effect as periodic effect to the behaviour (type buff).
For the angle: Change the field Target - Location - Value, I don´t know which value you need, I think it´s Source Point, but just try all of them.
Btw: If the units are not stunned like in the vortex ability, they will just run in the direction of the force (looks funny, but i think it´s not what you need)
There isn't a description of every field. I think they left out those that are the most unobvious and strange ones :D
Right, now that I think of it ... a buff should do the same thing like a persistant effect. But still I have no clue how to set up the fields. A buff is to my understanding simply applied to a unit, and so it doesn't have reference to some "source, caster or impact point".
The most important thing I have learned so far about the editor is, that everything is possible somehow, and that there are a dozen ways to do something. I guess and fear that finding the best, easiest and most flexible ones will take quite some experience. Haven't looked much into behaviours. I will need to check out what sub categories there are as soon as I return from work. I could guess that there is a stun ;)
PS: Which validator checks if a position is walkable for ground units? And how can I say which point the validator uses for its checks?
Argh I liked coding more, then I at least knew what was linked and what was done :D
Buffs have a link to the source :)
I made an ability like this in the beta and I think it should still be possible in the same way^^
Have no clue about validators, but this kind of "knockback" does not move units to places they cannot enter - AFAIK
read this: http://forums.sc2mapster.com/resources/tutorials/9021-data-force-effects-intermediate-difficulty/
:D
Thanks, D1000, I will now try it with a buff.
And thanks too b0ne123, I found that tutorial with the search function too, it pretty much made me try to do push effects with ApplyForce. But even following and copying everything that concerns pushing, I couldn't make it work ;)
Edit: Ok it seems to work ... at least something is moving. But how do I stop it when the terrain is not walkable. The inbuilt push effect pushes the target just in another direction to compensate the obstacle. I tried adding the validator "Can find path" (or however its called in English) but that didn't work.
I didn´t try this, but maybe you can make an extra area search with a bigger radius with this validator & remove the buff if it´s not walkable
@Rushhour: Go
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