I'd like to create an ability that spawns a unit which moves in the direction of the targeted point, shoots at the closest enemy as it moves, and detonates upon destruction. Would anyone be able to give me some idea of the best way to build such an ability?
What I'd like to accomplish with this ability is to have enemies that are chasing the player go after the drone for a few seconds to by some extra kiting time for the player and his allies. The enemies in the map that I'm working on target units that are attacking them kind of like an agro system.
I'm thinking an effect target ability with a spawn unit effect that has a move order or something along those lines. I wanted to do a bit of consulting before I start doing a bunch of trial and error if possible.
i have used a persistant effect with a create unit effect. the create unit effect applies another issue order effect on the drone. that's it.
i don't know anymore if the persistant is needed at all but there was a reason why i used it for the drone.
What field did you use to get the issue order effect applied on the drone?
I noticed also from looking at the Swarm Host's Spawn Locust ability that the (Basic) Effect: Rally Unit + field of a Create Unit effect looks like it can be used to send the spawned unit to a target location.
If I want the drone to just continue moving in the direction it was cast in with relation to the caster until it gets destroyed what should I do?
Have the ability start with a Set effect targeting a point which contains a Create Unit effect targeting the caster point. An Issue Order effect would be in the spawn effect's Effect: Effect - Spawn field targeting the created unit. The order would be to Attack the target point of the set effect. The spawned unit would have a Buff behaviour similar to that of the bane long which would cause a Damage effect to trigger when the unit is destroyed.
Right now the drone goes to the target point of the ability and stops to attack anything it encounters along the way (because the turret is not functioning properly). Once the drone reaches the point specified by the player it stops. If possible I'd like to get it to keep moving in the same trajectory until it gets destroyed.
Here's my current setup and (very buggy) test map attached below. (The reason why the drone is shooting laser beams is because i was trying too get the laser drill targeting laser beam model to play on the target the turret of the drone was attacking so it looks like a laser targeting turret. It probably won't work unless I can figure out some way to add a persistent effect somewhere.)
(Basic) Stats: Flags + Abort On Alliance Change, Allow Movement, No Deceleration, Transient, Update Changes On Level Change, Wait To Spend
(Basic) Stats: Range + (18)
TMP-170A "Decoy" Drone Initial (Set)
(Basic) Effect: Effects + TMP-170A "Decoy" Drone Initial (Create Persistent) (threw this in just in case I needed to use offsets as Funky said but no idea how to set it up)
Don't put the persistent there, it's not needed. Instead make the Effect: Effect - Spawn apply a Buff behaviour to the spawned unit which periodically orders it forward using a persistent effect.
For making the drone spawn behind the caster, set the offset to -y.
Sorry, I used hots dependencies so I could look at how the swarm host spawn locust ability was set up.
I'm curious why the Effect: Periodic Offsets + Y is set to -60 in TMP-170A "Decoy" Drone Initial (Create Persistent). Does this make the spawned unit move a distance of 60? What do each of the X, Y, and Z fields represent?
Why is (Basic) Target: Location + set to Effect: none, Value: Source Unit/Point? (Trying to understand target locations better)
I am only using one persistent effect. My suggestion is to move the existing one, not add a second. Also, please don't appeal to people to like your post, let them do it themselves.
The offset of y -60 makes the offset happen at a distance of 60 in front of the origin of the persistent. Offsets work as followed. Back: Y, Front: -Y, Left: X, Right: -X, Up: Z, Down: -Z.
I can't look at the map but from what I understand of the conversation it is used to create a point to order the unit to move towards. I wouldn't advise this as if the ability is used too close to the edge of the map it can cause the offset to be shifted. It also depends how smart you want the movement of the drone to be, either always just moving one step forward or with a bound location in mind. Last thing, with a static point if the drone somehow reaches the point (don't know if you're giving it a timed life or anything) it will just stand there and do nothing.
Okay, I've made a separate map in order to try the behavior method. The terrain for our original map has quite a few cliffs and ramps so this method may be very helpful. The Drone isn't moving atm and I'm looking for the problem. Were you also not able to open the map because of HotS assets spool? Hopefully this one won't cause issues.
Make the Behaviour run the persistent effect periodically, not the persistent run the issue order. The issue order can't find the target point, that's why it's not working. Just make it target the Target Point and leave the Effect: part blank.
I have HotS, the reason I can't view the map is because I do not have access to my computer.
Here's what I changed. Drone not moving yet though. Would it have anything to do with the Create Unit's (Basic) Effect: Rally Unit + or (Basic) Target: Location + field?
I'd like to revive this discussion in case there is anyone out there that can see what is wrong with Spool's method (starting from post #7 I think with example map in post #13) of getting the drone to keep moving. I've begun working on my project again after 9 months and need help. At the moment I'm using Funky's single offset method (starting from post #5 and example map in post #8). I haven't tested the drone on a map with diverse terrain but I do expect the pathing of the drone to function unpredictably if it is moving towards a single offset point when there is non-traverseable terrain between the drone and its offset. This is quite a long post with lots of advanced data manipulation and I do appreciate your time taken to review it.
i give it another try :D
if adding the Drone Movement Effect to Target: Target + Effect: HERE, Value: Target Point doesnt work try this:
ability: create unit effect - set effect _A apply buff effect _B issue order - creates the drone at the source applies a buff to the drone, issue orders the drone to the target point to have right facing. buff: periodically fire a persistant effect on the drone and create an issue order effect with offset at source - periodcially creates an issue order effect infront of the drone. the issue effect target point is the target point of itself.
The drone now moves continuously in the direction it was cast without relying on a single offset. The actors are starting to get pretty messy though. By messy I mean too much and too many but it does function just about the way I had originally envisioned
The ONLY issue with this map now is that no matter what I try I cannot seem to get the default shrike turret model to rotate. A friend of mine created a shrike turret model with a TurretZ attachment point using blender but the texture for that model asset seems to have become... problematic... problematically pink. The shrike turret model doesn't seem to want to rotate without that TurretZ attachment point and I cant for the life of me figure out how Blizzard got theirs to work on their bunkers.
It's been a while since I've worked with this stuff, but I'm pretty certain there's an option called either pivot model, or rotate model, or something to that effect. Look at the missile turret actor for one of those types of names and see if you might be missing something in that slot.
For now the map is completely functional using a custom asset and this fix method. However, there's no telling when Blizzard will create other kinds of problems related to custom models. This one appears to be related to the shader cache being compiled incorrectly. The fix is very easy and straight forward though.
I should also add that this fix is not even necessary UNLESS the model appears pink/purple for you.
I'd like to create an ability that spawns a unit which moves in the direction of the targeted point, shoots at the closest enemy as it moves, and detonates upon destruction. Would anyone be able to give me some idea of the best way to build such an ability?
What I'd like to accomplish with this ability is to have enemies that are chasing the player go after the drone for a few seconds to by some extra kiting time for the player and his allies. The enemies in the map that I'm working on target units that are attacking them kind of like an agro system.
I'm thinking an effect target ability with a spawn unit effect that has a move order or something along those lines. I wanted to do a bit of consulting before I start doing a bunch of trial and error if possible.
@EntityEnigma: Go
i have used a persistant effect with a create unit effect. the create unit effect applies another issue order effect on the drone. that's it.
i don't know anymore if the persistant is needed at all but there was a reason why i used it for the drone.
What field did you use to get the issue order effect applied on the drone?
I noticed also from looking at the Swarm Host's Spawn Locust ability that the (Basic) Effect: Rally Unit + field of a Create Unit effect looks like it can be used to send the spawned unit to a target location.
If I want the drone to just continue moving in the direction it was cast in with relation to the caster until it gets destroyed what should I do?
Have the ability start with a Set effect targeting a point which contains a Create Unit effect targeting the caster point. An Issue Order effect would be in the spawn effect's Effect: Effect - Spawn field targeting the created unit. The order would be to Attack the target point of the set effect. The spawned unit would have a Buff behaviour similar to that of the bane long which would cause a Damage effect to trigger when the unit is destroyed.
@EntityEnigma: Go
create the persistant effect with an high offset from the caster. use this effect as reference for the issue order effect.
Right now the drone goes to the target point of the ability and stops to attack anything it encounters along the way (because the turret is not functioning properly). Once the drone reaches the point specified by the player it stops. If possible I'd like to get it to keep moving in the same trajectory until it gets destroyed.
Here's my current setup and (very buggy) test map attached below. (The reason why the drone is shooting laser beams is because i was trying too get the laser drill targeting laser beam model to play on the target the turret of the drone was attacking so it looks like a laser targeting turret. It probably won't work unless I can figure out some way to add a persistent effect somewhere.)
TMP-170A "Decoy" Drone (Effect Type: Effect - Target)
TMP-170A "Decoy" Drone Initial (Set)
TMP-170A "Decoy" Drone Initial (Create Persistent)
TMP-170A "Decoy" Drone (Create Unit) (field values mostly copied from Spawn locust create unit effect)
TMP-170A "Decoy" Drone (Issue Order)
Don't put the persistent there, it's not needed. Instead make the Effect: Effect - Spawn apply a Buff behaviour to the spawned unit which periodically orders it forward using a persistent effect.
For making the drone spawn behind the caster, set the offset to -y.
ewww please do not use HotS depencies in the forum, not everyone bought it. Had to remove it. i reordered your effects and now it does what you wish.
spool, one persistant is only needed and this just for setting an offset. works like a charm. btw ent, it doesn't hurt to press the like button. :d
@FunkyUserName: Go
Sorry, I used hots dependencies so I could look at how the swarm host spawn locust ability was set up.
I'm curious why the Effect: Periodic Offsets + Y is set to -60 in TMP-170A "Decoy" Drone Initial (Create Persistent). Does this make the spawned unit move a distance of 60? What do each of the X, Y, and Z fields represent?
Why is (Basic) Target: Location + set to Effect: none, Value: Source Unit/Point? (Trying to understand target locations better)
@FunkyUserName: Go
I am only using one persistent effect. My suggestion is to move the existing one, not add a second. Also, please don't appeal to people to like your post, let them do it themselves.
@EntityEnigma: Go
The offset of y -60 makes the offset happen at a distance of 60 in front of the origin of the persistent. Offsets work as followed. Back: Y, Front: -Y, Left: X, Right: -X, Up: Z, Down: -Z.
I can't look at the map but from what I understand of the conversation it is used to create a point to order the unit to move towards. I wouldn't advise this as if the ability is used too close to the edge of the map it can cause the offset to be shifted. It also depends how smart you want the movement of the drone to be, either always just moving one step forward or with a bound location in mind. Last thing, with a static point if the drone somehow reaches the point (don't know if you're giving it a timed life or anything) it will just stand there and do nothing.
@Spoolofwhool: Go
Okay, I've made a separate map in order to try the behavior method. The terrain for our original map has quite a few cliffs and ramps so this method may be very helpful. The Drone isn't moving atm and I'm looking for the problem. Were you also not able to open the map because of HotS assets spool? Hopefully this one won't cause issues.
TMP-170A "Decoy" Drone (Effect Type: Effect - Target)
TMP-170A "Decoy" Drone Initial (Set)
TMP-170A "Decoy" Drone (Create Unit)
TMP-170A "Decoy" Drone Movement (Apply Behavior)
TMP-170A "Decoy" Drone Movement
TMP-170A "Decoy" Drone Movement (Create Persistent)
TMP-170A "Decoy" Drone (Issue Order)
Make the Behaviour run the persistent effect periodically, not the persistent run the issue order. The issue order can't find the target point, that's why it's not working. Just make it target the Target Point and leave the Effect: part blank.
I have HotS, the reason I can't view the map is because I do not have access to my computer.
Here's what I changed. Drone not moving yet though. Would it have anything to do with the Create Unit's (Basic) Effect: Rally Unit + or (Basic) Target: Location + field?
TMP-170A "Decoy" Drone Movement
TMP-170A "Decoy" Drone Movement (Create Persistent)
TMP-170A "Decoy" Drone Movment (Issue Order)
I'd like to revive this discussion in case there is anyone out there that can see what is wrong with Spool's method (starting from post #7 I think with example map in post #13) of getting the drone to keep moving. I've begun working on my project again after 9 months and need help. At the moment I'm using Funky's single offset method (starting from post #5 and example map in post #8). I haven't tested the drone on a map with diverse terrain but I do expect the pathing of the drone to function unpredictably if it is moving towards a single offset point when there is non-traverseable terrain between the drone and its offset. This is quite a long post with lots of advanced data manipulation and I do appreciate your time taken to review it.
i give it another try :D
if adding the Drone Movement Effect to Target: Target + Effect: HERE, Value: Target Point doesnt work try this:
ability: create unit effect - set effect _A apply buff effect _B issue order - creates the drone at the source applies a buff to the drone, issue orders the drone to the target point to have right facing.
buff: periodically fire a persistant effect on the drone and create an issue order effect with offset at source - periodcially creates an issue order effect infront of the drone. the issue effect target point is the target point of itself.
The effects chain is now perfectly set up and functional thanks to a guide referred to me by DeadZergling: http:www.sc2mapster.com/forums/resources/tutorials/17420-data-ai-simple-behaviors/. This guide is super helpful for those who are trying to get an issue order effect to work together with a behavior.
The drone now moves continuously in the direction it was cast without relying on a single offset. The actors are starting to get pretty messy though. By messy I mean too much and too many but it does function just about the way I had originally envisioned
The ONLY issue with this map now is that no matter what I try I cannot seem to get the default shrike turret model to rotate. A friend of mine created a shrike turret model with a TurretZ attachment point using blender but the texture for that model asset seems to have become... problematic... problematically pink. The shrike turret model doesn't seem to want to rotate without that TurretZ attachment point and I cant for the life of me figure out how Blizzard got theirs to work on their bunkers.
It's been a while since I've worked with this stuff, but I'm pretty certain there's an option called either pivot model, or rotate model, or something to that effect. Look at the missile turret actor for one of those types of names and see if you might be missing something in that slot.
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@fishy77: Go I was not able to find anything that sounded like what you described in the turret actors of the missile turret.
The solution for the pink/purple model issue can be found here: http:www.sc2mapster.com/forums/player-zone/warcraft-modding/77983-see-purple-models-just-delete-a-folder/.
For now the map is completely functional using a custom asset and this fix method. However, there's no telling when Blizzard will create other kinds of problems related to custom models. This one appears to be related to the shader cache being compiled incorrectly. The fix is very easy and straight forward though.
I should also add that this fix is not even necessary UNLESS the model appears pink/purple for you.