I have created serveral force effects for my heroes but for the life of me I can not figure out how to knock units down to a lower cliff level. How do I alter the behavior buff to enable to allow force effects to push units to a lower cliff level?
you can run a switch effect that checks to see if certain conditions are present then then it determines which path of effects to take.
the check would be to see if some point in the direction your pushing the unit in has a cliff between it and the unit.
If there is a cliff then you have to proform some spiffy stuff to make the unit move across the cliff the force effect wont push it through walls basically.
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if you are using the 1.5 Beta editor, i would recommend a switch effect that is either apply force or launch missile. the apply force could work( with validators) to move the unit to the cliff then the Launch missile ( with a periodic effect creating it targeted at some offsets) that is validated for cliff level would pick up then and launch the unit off the cliff. not entirely certain this will work, i will make a test map and try it, if succesfull i share the map.
Created in 1.5 Beta Patch 2
I am having trouble creating a repulser behavior that knocks the debuffed unit away from the caster, how ever i have created a behavior that will in essence knock the debuffed unit off of a cliff by. a behaviore with its periodic effect set to a persistent effect with 8 offsets at a distance of three. the persistent should be set to use 1 period and have random offsets. its periodic effect should be launch missile with a move that conforms to your visual tastes. you will need to validate the launch missile effect with a Cliff Height validator set to:
Target: Location - Effect (None),
Target: Location - Value Target Point,
Target: Other Location - Effect (None),
Target: Other Location - Value Source Unit,
Validator: Compare Less Than,
This should give you a behavior that causes the unit to leap off of the cliff when within range of the lower area,
I have created serveral force effects for my heroes but for the life of me I can not figure out how to knock units down to a lower cliff level. How do I alter the behavior buff to enable to allow force effects to push units to a lower cliff level?
@michaelknives: Go
you can run a switch effect that checks to see if certain conditions are present then then it determines which path of effects to take.
the check would be to see if some point in the direction your pushing the unit in has a cliff between it and the unit.
If there is a cliff then you have to proform some spiffy stuff to make the unit move across the cliff the force effect wont push it through walls basically.
You either need to morph the target unit to use the jump behaviour on it.
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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
if you are using the 1.5 Beta editor, i would recommend a switch effect that is either apply force or launch missile. the apply force could work( with validators) to move the unit to the cliff then the Launch missile ( with a periodic effect creating it targeted at some offsets) that is validated for cliff level would pick up then and launch the unit off the cliff. not entirely certain this will work, i will make a test map and try it, if succesfull i share the map.
Created in 1.5 Beta Patch 2
I am having trouble creating a repulser behavior that knocks the debuffed unit away from the caster, how ever i have created a behavior that will in essence knock the debuffed unit off of a cliff by. a behaviore with its periodic effect set to a persistent effect with 8 offsets at a distance of three. the persistent should be set to use 1 period and have random offsets. its periodic effect should be launch missile with a move that conforms to your visual tastes. you will need to validate the launch missile effect with a Cliff Height validator set to:
Target: Location - Effect (None),
Target: Location - Value Target Point,
Target: Other Location - Effect (None),
Target: Other Location - Value Source Unit,
Validator: Compare Less Than,
This should give you a behavior that causes the unit to leap off of the cliff when within range of the lower area,