I'm curious to know if there is a way to have upgrades increase the effect range of abilities. I know you can increase the range the unit can be away from the targeting point, but I'm talking about the bounds on the ability. If I set the Effect Range to (0, 10), it'll travel up to 10 units of distance, but for me to increase that travel distance I can't figure out if there is a way of doing so without having to duplicate abilities and do some crazy workaround.
I'd say the best example is much like the Stalker's Blink. You can click past the location it'll blink to and it'll just blink the max distance. In my case I setup an ability which launches an emp missile that teleports the Spectre to the impact point. Well, as of now I have to make 15 different abilities and have triggers determine which to use (Not using Action Cards).
What are my options to make this process more correct and/or simple?
Sidequestion: Is there a way to have Upgrades change a units Mover speed? I have a Missile going max 5 units, but would like for the upgrades to increase that missile's max mover speed.
As always, I did try to search for similar topics but searching for even vague things like "Effect Range" didn't return any results with that text. I do appreciate any tips or suggestions on ways to approach this. I feel the workaround works but it isn't correct.
Edit: I assume it has to do with having various Effect Range indices, but I'm not entirely sure how to know which is used. Would 0 upgrades use the top-most index (0)?
No matter what I do I always feel like I type too much, heh. First of all, it is pretty clear there are a lot of approaches that are there which I'm not adjusted to. Location Range validators make sense, but I feel like I might be missing a vital step needed to make things work the way I'm aiming for. As with prior topics asking for help, I will try to reiterate what I have and what I'm after as I feel things are easily confusing xD.
Workaround
I have 15 Abilities which are completely identical with it's Launch Missile, Impact, and Teleport— consider them ranks. The only difference is I've manually set the Effect Range to be 0.5 higher with each rank. Rank 1: (0, 4.5), Rank 2: (0, 5.0), Rank 3: (0, 5.5), etc. I have the Stats: Range on all of them set to 500, which allows the targeting point to be anywhere in the map. This means if the user's targeting point is within the range it will be shot at that point like normal, but if the missile hits the Effect Range maximum, it'll stop there, Impact and Teleport.
Issue
I have various units which need to be able to adjust the Effect Range and I don't feel having 15 Ranks for each abilities and going through a Switch trigger to determine which ability should be cast is logical. I'd like to, ideally with Upgrades, be able to have the Effect Range maximum be changed based on their Upgrades.
Your advice with Location Range can make sure that the ability is within the X.X range, but if they click outside of that range it doesn't perform the shot still. I basically want it to always shoot the missile no matter where on the map, but determine how far the missile can go maximum. In case this matters, I don't want them to be able to teleport off the cliff they're on, but I have triggers making sure the ability point is within' the region.
I'm not entirely sure why you mentioned two validators specifically, but I assume you mean set up a list of validators which will be the range numbers to check. Then on upgrade switch which validator is used. In this units case I'd assume I'd make 4.5 through 12 range validators which will be swapped out accordingly when upgraded.
Trigger Issue
You mentioned that Catalog triggers can change data values, which is an approach I could probably work with if I can't figure out a Data-based setup. My problem with this is I've tried the following:
Action: Catalog - Set value of Movers PreserverAbility2Mover MotionPhases[0].MaxSpeed for player (Triggering player) to "20"
The MaxSpeed is set to 3, but in my test I am trying to set it to anything else. When I try to do that trigger I get a "Core: access denied to required object or service" error. I admit I haven't done much looking into how to workaround this, but I assume I'm not allowed to change that value and I'd be better off making a variety of movers and swapping them instead of trying to change a value about them.
Well, I tried to make things as clear as possible and honestly don't know how to say how appreciative I am for all your assistance. I hate to feel like I'm having someone else do things for me, so if there is a place where you think I should go to pick up more knowledge on these issues, please let me know. I always use the search here before asking.
I would just have the effect use a Set effect at the target location that is then used by a Location Range validator as an effect of reference (field just above the value) that compares the set location to the caster. This is then used by a switch, if the range is greater than x then it just uses a Create Persistent effect with a period at the max range for that ability level while if it is below then it launches the missile to the point of the set effect.
With the stopping at cliff you could always use a Location Cross Cliff validator that gets the switch to use a Create Persistent effect that loops itself going forward in small increments until it hits the cliff before using a switch to teleport the unit to just behind.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Hrm, there is quite a bit put into the first paragraph that I'm not entirely sure where things get placed to work correctly. As usual, I do understand the logic behind it; grab the targeted point, validate if it is beyond the maximum or not. If so, shoot at the maximum, if not then shoot at the chosen point. I'll try to go step-by-step on what I've done so far in testing and see if there's something off in case you stop back online before I figure it out.
To begin: I made "TestSetEffect," "TestSwitchEffect" and "TestValidator" to sort this out. Just using those names so I know what I didn't have before xD.
Quote:
I would just have the effect use a Set effect at the target location
I made the Effect of my Spectre Ability 1: TestSetEffect.
Quote:
that is then used by a Location Range validator as an effect of reference (field just above the value) that compares the set location to the caster
Inside my TestValidator I have it test for "GreaterThan" 4.5, which is the Rank 1 distance as mentioned. I'm not entirely sure what the Effect would be.
Same goes with the 'TestSwitchEffect'. I know the validator will be the Test Validator, but what runs the Switch to test for it? Wouldn't that be the Ability ;0?
Finally, for the Cliff Checking, Originally I didn't have it teleport to the edge if they clicked over, but instead just cancel the launch missile. I suppose it'd be nice to do it how you listed, but I'm not sure how to have the effect do its looping check.
Reason you use a set is it is known as having been used at the target point. Under the Location Range validator the Target: Location - Effect field can be used to reference the set effect so you can use the location of it.
The Switch effect requires two or more validators to work. The one of the voidray is a good example. Put your validators in the Effect: Cases - Validator field. It then runs the effect closest to the top of the list that has a validator that returns true.
With the cliff finding you use the validator in the switch so it then uses a Create Persistent effect that has an offset just infront that uses a Switch effect that uses the same Create Persistent effect if the location is not across the cliff but if it is it then uses the other effect tree that is not looping.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Sadly, I still don't feel like I can put together what you've said so far to get what the desired effect. >.<. I mean your information is very detailed, but what is making things painful is that I haven't done something like this before and I try to follow the logical events to get a grasp on what the game is actually doing when it processes things.
Since things are fairly confusing, is there any way you could list where each thing goes so that I can follow the layout and learn from that. I'm just stuck being unsure on where everything goes to do this that I'm basically staring at the data and not making any progress. These are the things I'm not 100% sure of and would greatly appreciate if you could let me know what should go in the fields:
Spectre Ability - Effect: ? — I assume the SwitchEffect.
SwitchEffect - Cases: ? — I assume my Launch Missile effect with the Validator, but even if that is correct I have no idea how I set it up so if it isn't in the range to shoot at the maximum. Remember I am launching a missile no matter what, inside the range or not.
SwitchEffect - Validators: ? — I assume this is left empty as I want the switch to always happen?
TestValidator - Value: [Caster Unit]? — I'm not sure if the Value and Location should be swapped or not.
I honestly feel terrible having to ask for basically everything handed to me, but I'm getting burnt on thinking out where things go since doing conditional things in the Data is fairly new to me. Meh, even Actor Events can be confusing with how things work.. but I've sorted out most of those issues.
I'd like to start off by saying I greatly appreciate how much support you give to people even though you don't know us ;0. I know a lot of this is likely trivial from what you've done in your assets thread. I'm not sure what to say for all the assistance but that I am grateful.
I really hate to say this, but something is still not correct with what is listed above. I double-checked all the values above and made only 1-2 changes which I'm confident don't alter anything outside of effects. For the launch missile I have my ammo unit set to Weapon - EMP and death type set to Impact. Everything else exactly followed doesn't prevent the unit from teleporting down from the cliff or restrict the launched missile to the maximum range.
I thought it'd be easiest to show what I have in my data editor along with how the ability worked with the inefficient trigger method before asking for help and the way the ability works with the method listed above:
My method launches the unit in a hots viper like teleport. By having an ammo unit and a death type you then need an additional Teleport effect as the impact effect of the missile.
Try altering the compare fields since sometimes they bug and using an less than or equals is not as good as a less than.
Still sounds like a switch issue. Sure you have the case to validators in the same order I mentioned?
I can test around to see if changing something fixes it. In my previous post at the bottom are all the picture links from the data editor to reference to. As mentioned, I did double-check everything to make sure I didn't mess anything up. Hopefully the first video in the previous post gives a better idea of what I was aiming for.
Sorry about the amazing week+ long delay in replies. I was getting adjusted back to college and haven't had much time to mess around with my map. I do want to note that I still am unsure on what isn't working correctly and am unsure on if it is better to just have it hardcoded and just do workarounds so as to not have to go through the chaos of figuring out what is wrong.
If you have any ideas on what might need to be swapped to make it work like the first video posted above, that would be greatly appreciated, else I might just scrap the request as it still feels weird asking for so much help on something ;(.
I am unsure on how extensively I can test each thing, but I deleted each switch case in singles to test for any change which would limit the missile to the 4.5 range that is the base example. At no point in time did the missile stop at the range limit. I checked again every validator that is involved and verified that they're all 100% exactly as you listed. I also set the 'Less Than or Equal" to just "Less Than" as you recommended. If there is something else that I didn't test beyond the factorial-y length of tested every option in every possible way, please let me know.
I am basically at the point where if you'd like I can do exactly as you listed on a brand new blank map and check the results, but it just feels like something isn't touching right.
One other concern is I don't really need the cross-cliff check as it doesn't really work in the desired way. Currently the missile stops right when it touches the edge of the cliff, whereas I do want it to fly over the cliff like normal, just not let them use the blink to go down a cliff level. I think I can just use triggers and have it go smoother as I have every path covered in regions and I just check the location of the mouse when they try to blink to determine if its valid or not.
Well, I ended up recreating everything in a new map to test this ability without any possible conflicting issues and the same things as prior are occurring. I'm fairly confident that something is still off as I'm noticing multiple concerns (although some are with the Cliff things).
My first issue like normal is that the shot outside of the 4.5 range is not teleporting at the 4.5 range limit. Shots within the 4.5 range are working as expected.
Second problem is shooting down a cliff level is allowing the unit to shoot to any distance.
I want to clearly note that I didn't switch to the Compare Cliff Level validator. I filled out the map to be exactly as listed above with a few additional debugging/visual notifications to show me what is actually happening. I have a 4.5 range indication like that of a Siege tank to test limits, the launched missile is a unit to show me what its actually doing.
If there is any way you can open the map and check it out, I would be very grateful. I am unsure on what to do next as this much work for a simple "Don't shoot past X range" and being able to edit X in a simple way is crazy.
Not an issue =). It's not the last thing I have to do so I'm not in a major hurry to figure it out and start adapting others abilities to its style. Hopefully finding out where things are hung up won't be much work and it is just something with swapped values.
Erm, I'm curious to know if you've come across anything that may be causing this. I'm getting close to release and I'm hoping that I can get some tests in with it working to ensure they don't get places they shouldn't. Not sure what else to add as I'm not sure if you're still busy or not.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I'm curious to know if there is a way to have upgrades increase the effect range of abilities. I know you can increase the range the unit can be away from the targeting point, but I'm talking about the bounds on the ability. If I set the Effect Range to (0, 10), it'll travel up to 10 units of distance, but for me to increase that travel distance I can't figure out if there is a way of doing so without having to duplicate abilities and do some crazy workaround.
I'd say the best example is much like the Stalker's Blink. You can click past the location it'll blink to and it'll just blink the max distance. In my case I setup an ability which launches an emp missile that teleports the Spectre to the impact point. Well, as of now I have to make 15 different abilities and have triggers determine which to use (Not using Action Cards).
What are my options to make this process more correct and/or simple?
Sidequestion: Is there a way to have Upgrades change a units Mover speed? I have a Missile going max 5 units, but would like for the upgrades to increase that missile's max mover speed.
As always, I did try to search for similar topics but searching for even vague things like "Effect Range" didn't return any results with that text. I do appreciate any tips or suggestions on ways to approach this. I feel the workaround works but it isn't correct.
Edit: I assume it has to do with having various Effect Range indices, but I'm not entirely sure how to know which is used. Would 0 upgrades use the top-most index (0)?
You could just simulate ability range using two Location Range validators in the effect just after the ability.
Upgrades can change the range of abilities. As can Catalog triggers.
Upgrades/catalog triggers can swap the mover used or increase/decrease the speed of the 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
@DrSuperEvil: Go
No matter what I do I always feel like I type too much, heh. First of all, it is pretty clear there are a lot of approaches that are there which I'm not adjusted to. Location Range validators make sense, but I feel like I might be missing a vital step needed to make things work the way I'm aiming for. As with prior topics asking for help, I will try to reiterate what I have and what I'm after as I feel things are easily confusing xD.
Workaround
I have 15 Abilities which are completely identical with it's Launch Missile, Impact, and Teleport— consider them ranks. The only difference is I've manually set the Effect Range to be 0.5 higher with each rank. Rank 1: (0, 4.5), Rank 2: (0, 5.0), Rank 3: (0, 5.5), etc. I have the Stats: Range on all of them set to 500, which allows the targeting point to be anywhere in the map. This means if the user's targeting point is within the range it will be shot at that point like normal, but if the missile hits the Effect Range maximum, it'll stop there, Impact and Teleport.
Issue
I have various units which need to be able to adjust the Effect Range and I don't feel having 15 Ranks for each abilities and going through a Switch trigger to determine which ability should be cast is logical. I'd like to, ideally with Upgrades, be able to have the Effect Range maximum be changed based on their Upgrades.
Your advice with Location Range can make sure that the ability is within the X.X range, but if they click outside of that range it doesn't perform the shot still. I basically want it to always shoot the missile no matter where on the map, but determine how far the missile can go maximum. In case this matters, I don't want them to be able to teleport off the cliff they're on, but I have triggers making sure the ability point is within' the region.
I'm not entirely sure why you mentioned two validators specifically, but I assume you mean set up a list of validators which will be the range numbers to check. Then on upgrade switch which validator is used. In this units case I'd assume I'd make 4.5 through 12 range validators which will be swapped out accordingly when upgraded.
Trigger Issue
You mentioned that Catalog triggers can change data values, which is an approach I could probably work with if I can't figure out a Data-based setup. My problem with this is I've tried the following: Action: Catalog - Set value of Movers PreserverAbility2Mover MotionPhases[0].MaxSpeed for player (Triggering player) to "20"
The MaxSpeed is set to 3, but in my test I am trying to set it to anything else. When I try to do that trigger I get a "Core: access denied to required object or service" error. I admit I haven't done much looking into how to workaround this, but I assume I'm not allowed to change that value and I'd be better off making a variety of movers and swapping them instead of trying to change a value about them.
Well, I tried to make things as clear as possible and honestly don't know how to say how appreciative I am for all your assistance. I hate to feel like I'm having someone else do things for me, so if there is a place where you think I should go to pick up more knowledge on these issues, please let me know. I always use the search here before asking.
I would just have the effect use a Set effect at the target location that is then used by a Location Range validator as an effect of reference (field just above the value) that compares the set location to the caster. This is then used by a switch, if the range is greater than x then it just uses a Create Persistent effect with a period at the max range for that ability level while if it is below then it launches the missile to the point of the set effect.
With the stopping at cliff you could always use a Location Cross Cliff validator that gets the switch to use a Create Persistent effect that loops itself going forward in small increments until it hits the cliff before using a switch to teleport the unit to just behind.
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
Hrm, there is quite a bit put into the first paragraph that I'm not entirely sure where things get placed to work correctly. As usual, I do understand the logic behind it; grab the targeted point, validate if it is beyond the maximum or not. If so, shoot at the maximum, if not then shoot at the chosen point. I'll try to go step-by-step on what I've done so far in testing and see if there's something off in case you stop back online before I figure it out.
To begin: I made "TestSetEffect," "TestSwitchEffect" and "TestValidator" to sort this out. Just using those names so I know what I didn't have before xD.
I made the Effect of my Spectre Ability 1: TestSetEffect.
Inside my TestValidator I have it test for "GreaterThan" 4.5, which is the Rank 1 distance as mentioned. I'm not entirely sure what the Effect would be.
Same goes with the 'TestSwitchEffect'. I know the validator will be the Test Validator, but what runs the Switch to test for it? Wouldn't that be the Ability ;0?
Finally, for the Cliff Checking, Originally I didn't have it teleport to the edge if they clicked over, but instead just cancel the launch missile. I suppose it'd be nice to do it how you listed, but I'm not sure how to have the effect do its looping check.
Reason you use a set is it is known as having been used at the target point. Under the Location Range validator the Target: Location - Effect field can be used to reference the set effect so you can use the location of it.
The Switch effect requires two or more validators to work. The one of the voidray is a good example. Put your validators in the Effect: Cases - Validator field. It then runs the effect closest to the top of the list that has a validator that returns true.
With the cliff finding you use the validator in the switch so it then uses a Create Persistent effect that has an offset just infront that uses a Switch effect that uses the same Create Persistent effect if the location is not across the cliff but if it is it then uses the other effect tree that is not looping.
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
@DrSuperEvil: Go
Sadly, I still don't feel like I can put together what you've said so far to get what the desired effect. >.<. I mean your information is very detailed, but what is making things painful is that I haven't done something like this before and I try to follow the logical events to get a grasp on what the game is actually doing when it processes things.
Since things are fairly confusing, is there any way you could list where each thing goes so that I can follow the layout and learn from that. I'm just stuck being unsure on where everything goes to do this that I'm basically staring at the data and not making any progress. These are the things I'm not 100% sure of and would greatly appreciate if you could let me know what should go in the fields:
Spectre Ability - Effect: ? — I assume the SwitchEffect.
SwitchEffect - Cases: ? — I assume my Launch Missile effect with the Validator, but even if that is correct I have no idea how I set it up so if it isn't in the range to shoot at the maximum. Remember I am launching a missile no matter what, inside the range or not.
SwitchEffect - Validators: ? — I assume this is left empty as I want the switch to always happen?
TestValidator - Target: Location: [Set Effect: Target Point]?
TestValidator - Value: [Caster Unit]? — I'm not sure if the Value and Location should be swapped or not.
I honestly feel terrible having to ask for basically everything handed to me, but I'm getting burnt on thinking out where things go since doing conditional things in the Data is fairly new to me. Meh, even Actor Events can be confusing with how things work.. but I've sorted out most of those issues.
Ability (Effect - Target)
Set effect (1)
Switch effect (1)
Combine validator (1)
Combine validator (2)
Location Cross Cliff validator (1)
Location Cross Cliff validator (2)
Location Range validator (1)
Location Range validator (2)
Launch Missile effect
Create Persistent effect (1)
Create Persistent effect (2)
Set effect (2)
Switch effect (2)
Combine validator (3)
Combine validator (4)
Location Range validator (3)
Location Range validator (4)
Create Persistent effect (3)
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
@DrSuperEvil: Go
Hello,
I'd like to start off by saying I greatly appreciate how much support you give to people even though you don't know us ;0. I know a lot of this is likely trivial from what you've done in your assets thread. I'm not sure what to say for all the assistance but that I am grateful.
I really hate to say this, but something is still not correct with what is listed above. I double-checked all the values above and made only 1-2 changes which I'm confident don't alter anything outside of effects. For the launch missile I have my ammo unit set to Weapon - EMP and death type set to Impact. Everything else exactly followed doesn't prevent the unit from teleporting down from the cliff or restrict the launched missile to the maximum range.
I thought it'd be easiest to show what I have in my data editor along with how the ability worked with the inefficient trigger method before asking for help and the way the ability works with the method listed above:
Pictures
Spectre Ability
Combine Validator 1
Combine Validator 2
Combine Validator 3
Combine Validator 4
Impact Effect
Launch Missile Effect
Location Cross Cliff Validator 1
Location Cross Cliff Validator 2
Location Range Validator 1
Location Range Validator 2
Location Range Validator 3
Location Range Validator 4
Move Unit Effect
Set 1 Effect
Set 2 Effect
Switch 1 Effect
Switch 2 Effect
My method launches the unit in a hots viper like teleport. By having an ammo unit and a death type you then need an additional Teleport effect as the impact effect of the missile.
Try altering the compare fields since sometimes they bug and using an less than or equals is not as good as a less than.
Still sounds like a switch issue. Sure you have the case to validators in the same order I mentioned?
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
@DrSuperEvil: Go
I can test around to see if changing something fixes it. In my previous post at the bottom are all the picture links from the data editor to reference to. As mentioned, I did double-check everything to make sure I didn't mess anything up. Hopefully the first video in the previous post gives a better idea of what I was aiming for.
True, I do need to make a tutorial on how to do diagnostics if an ability fails.
Try each effect from the switch effect seperately.
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
@DrSuperEvil: Go
Sorry about the amazing week+ long delay in replies. I was getting adjusted back to college and haven't had much time to mess around with my map. I do want to note that I still am unsure on what isn't working correctly and am unsure on if it is better to just have it hardcoded and just do workarounds so as to not have to go through the chaos of figuring out what is wrong.
If you have any ideas on what might need to be swapped to make it work like the first video posted above, that would be greatly appreciated, else I might just scrap the request as it still feels weird asking for so much help on something ;(.
As stated your Switch effect does not seem to be correctly set up or your validators are not working. Test each component individually.
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
@DrSuperEvil: Go
I am unsure on how extensively I can test each thing, but I deleted each switch case in singles to test for any change which would limit the missile to the 4.5 range that is the base example. At no point in time did the missile stop at the range limit. I checked again every validator that is involved and verified that they're all 100% exactly as you listed. I also set the 'Less Than or Equal" to just "Less Than" as you recommended. If there is something else that I didn't test beyond the factorial-y length of tested every option in every possible way, please let me know.
I am basically at the point where if you'd like I can do exactly as you listed on a brand new blank map and check the results, but it just feels like something isn't touching right.
One other concern is I don't really need the cross-cliff check as it doesn't really work in the desired way. Currently the missile stops right when it touches the edge of the cliff, whereas I do want it to fly over the cliff like normal, just not let them use the blink to go down a cliff level. I think I can just use triggers and have it go smoother as I have every path covered in regions and I just check the location of the mouse when they try to blink to determine if its valid or not.
Then you could use a Location Compare Cliff Level validator, that way you could set it to only allow blinks to cliffs of the same height.
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
@DrSuperEvil: Go
Well, I ended up recreating everything in a new map to test this ability without any possible conflicting issues and the same things as prior are occurring. I'm fairly confident that something is still off as I'm noticing multiple concerns (although some are with the Cliff things).
My first issue like normal is that the shot outside of the 4.5 range is not teleporting at the 4.5 range limit. Shots within the 4.5 range are working as expected.
Second problem is shooting down a cliff level is allowing the unit to shoot to any distance.
I want to clearly note that I didn't switch to the Compare Cliff Level validator. I filled out the map to be exactly as listed above with a few additional debugging/visual notifications to show me what is actually happening. I have a 4.5 range indication like that of a Siege tank to test limits, the launched missile is a unit to show me what its actually doing.
If there is any way you can open the map and check it out, I would be very grateful. I am unsure on what to do next as this much work for a simple "Don't shoot past X range" and being able to edit X in a simple way is crazy.
I will look at it tomorrow.
Edit: Sorry have been very busy recently, will help fix it as soon as I can.
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
@DrSuperEvil: Go
Not an issue =). It's not the last thing I have to do so I'm not in a major hurry to figure it out and start adapting others abilities to its style. Hopefully finding out where things are hung up won't be much work and it is just something with swapped values.
@XxZeroxX: Go
Erm, I'm curious to know if you've come across anything that may be causing this. I'm getting close to release and I'm hoping that I can get some tests in with it working to ensure they don't get places they shouldn't. Not sure what else to add as I'm not sure if you're still busy or not.