You'd have to change their Mover to do that I think. Not sure if there's a way to do that through Behaviors/Effects, but I'll mess with it another time :)
Changing a mover on-the-fy is not possible and will probably not implemented, according to a blue post. So maybe this functionality is not even available anymore (or it was some kind of hardcoded action, like send a "fall on the floor" actor message or something :p)
Anyway, I wanted to make a video, so I decided to include your missile slow to my aura as well, so it slowly slows units and massively slows missiles now. I also added the missiles being consumed after some time. Will add the video as soon as its uploaded.
It would be a hell of a lot of work, but maybe you could have the end of the "Slow" behavior trigger a "bait and switch" effect set where you remove the previously fired missile and create a replacement with a different Mover?
Actually, it does exactly what you're looking for.
Reason being that it's "vital points leeched per point damage dealt", so you just need to set the decimal value equivalent to the percentage you want returned.
-0.1 leeched per 1 dmg = 10% damage return.
-0.5 leeched per 1 dmg = 50% damage return.
Still trying to wrap my head around exactly how you did this, but holy crap that's cool.
It's kinda complicated and uses too much different stuff (from my view, I want it shorter :D).
The target unittype needs the specific morph ability (found no way around it, but i'm still searching). This morph ability is triggered by an "issue order" via my search area. To add some eyecandy I created a continous model, activating it in the actor events, "moph ability.name.start". This would only add the egg and look really bad (just an egg appearing out of nowhere o.o), to cover this there is an eggsplosion add the beginning and one at the end (the name is "Eggsplosion Generic").
If you got more questions just ask, my descriptions always lack content (I just bad at explaining).
Flashy effect that has a chance to burn up nearby biological units. I originally wanted to base the death on a Behavior stack count instead of it being random, but I couldn't get it to work properly. UnitCompareBehaviorCount validators apparently don't track Behavior stacks :(
So for now, it's random, and IMO still quite fun to watch - feel free to advise if you know of a way to do it based on Behavior stack count :)
So happened I was working on 2 towers with aura effects for my map that I have completed already.
First we have the Slow Turret (Yes I suck at naming, hah) which applies a behaviour that slows all enemies in the effect.
Then there is the Drain Turret, That periodically damages everyone in the area.
I haven't attached my map since it was made for the one I am in progress of completing. If requested I will trash the other items out and upload a link to just these 2 towers.
EDIT:
Well the embed didn't want to work. so here's a link
As arkless said they are not quite auras but they are very nice looking AoE effects, if you were able to attacth them to a unit and move when a unit moves then you have an aura
@nevjmac: Go
Exactly. I attached an example to demonstrate how it works.
Take a look at the "combat" modification under the Behavior called "DamageReturn" for specifics.
Changing a mover on-the-fy is not possible and will probably not implemented, according to a blue post. So maybe this functionality is not even available anymore (or it was some kind of hardcoded action, like send a "fall on the floor" actor message or something :p)
Anyway, I wanted to make a video, so I decided to include your missile slow to my aura as well, so it slowly slows units and massively slows missiles now. I also added the missiles being consumed after some time. Will add the video as soon as its uploaded.
€ here it is:
Challenge accepted :3, sorry, can't add a video, but I hope the map will do! (will probably add some additional eyecandy and a proper description)
Hey Arky ;) Just ask me in skype, I can record a video for you :D
€ ah, too bad your units need to be prepared for the aura ;) Not possible to create a general morph aura, which can morph unprepared units?
€ added my video to the previous post
@Chiquihuite: Go
But with leeching vitals there is no way to do it as a fraction? so depending on the damage done it increases damage dealt or returned?
@Arkless: Go
that is extremly cool! I would never have thought of morphing them into an eggs first, very nicely done! May have to come up with anothe challange
Oh, I've done this sort of thing a couple times. I'll upload a map with mine. I'll try and do a video, but no promises on that.
@Kueken531: Go
It would be a hell of a lot of work, but maybe you could have the end of the "Slow" behavior trigger a "bait and switch" effect set where you remove the previously fired missile and create a replacement with a different Mover?
@nevjmac: Go
Actually, it does exactly what you're looking for.
Reason being that it's "vital points leeched per point damage dealt", so you just need to set the decimal value equivalent to the percentage you want returned.
-0.1 leeched per 1 dmg = 10% damage return.
-0.5 leeched per 1 dmg = 50% damage return.
Etc...
@Arkless: Go
Still trying to wrap my head around exactly how you did this, but holy crap that's cool.
I made this aura when i saw this exercise and I exercised very good. Check it out.
I finished a Time Bomb ability for the Mothership.
Sorry I don't know how to do the little box here.
@uiasdnmb: Go
LMAO! thats hillarious! and a very different approach to auras. /hi5 on doing something different!
@Cotcan: Go
ah yours is another time warp aura except its placed on an area. I still really like this effect! nice work.
@Chiquihuite: Go
Ah right I get it, well in that case what on earth is the point in damage response?
Updated first post with another challenge!
@Chiquihuite: Go
It's kinda complicated and uses too much different stuff (from my view, I want it shorter :D).
The target unittype needs the specific morph ability (found no way around it, but i'm still searching). This morph ability is triggered by an "issue order" via my search area. To add some eyecandy I created a continous model, activating it in the actor events, "moph ability.name.start". This would only add the egg and look really bad (just an egg appearing out of nowhere o.o), to cover this there is an eggsplosion add the beginning and one at the end (the name is "Eggsplosion Generic").
If you got more questions just ask, my descriptions always lack content (I just bad at explaining).
lemme see... do I get more points if I fulfill that one too?
@Arkless: Go
If you want to do the challenge again then go for it!
-> points at immortal shields...
Challenge 2:
I want some cookies now!
Ok, custom aura done.
Overheat
Flashy effect that has a chance to burn up nearby biological units. I originally wanted to base the death on a Behavior stack count instead of it being random, but I couldn't get it to work properly. UnitCompareBehaviorCount validators apparently don't track Behavior stacks :(
So for now, it's random, and IMO still quite fun to watch - feel free to advise if you know of a way to do it based on Behavior stack count :)
So happened I was working on 2 towers with aura effects for my map that I have completed already.
First we have the Slow Turret (Yes I suck at naming, hah) which applies a behaviour that slows all enemies in the effect.
Then there is the Drain Turret, That periodically damages everyone in the area.
I haven't attached my map since it was made for the one I am in progress of completing. If requested I will trash the other items out and upload a link to just these 2 towers.
EDIT:
Well the embed didn't want to work. so here's a link
@fosere: Go
Isn't that just an aoe effect? I thought auras are moving with the emitting unit.
Will give this a try ;) hopefully it will work xD
@fosere: Go
As arkless said they are not quite auras but they are very nice looking AoE effects, if you were able to attacth them to a unit and move when a unit moves then you have an aura
@Cryostatic: Go
Can't wait to see the result, let us know if you need any help!