Basically, its a fireball which moves forward and deals damage to the first target it encounters.
Quick rundown on how the ability works is:
Ability creates a persistant which creates a launch missile.
Missile has a behavior attached to it with a periodic search area. search area has a set to suicide the missile and deal damage to the unit it encounters
The problem with this is that the unit that has cast the fireball is not receiving the kill credit.
My guess is that the fireball missile is getting the credit since the search effect is attached to the fireball itself and not the caster.
Is there anyway around this?
Ive attempted to play with launch location on the damage effect but I dont think that what im doing is correct.
The trick is to apply the behavior by the caster. If you just give the behavior to the unit from the beginning, it won't work. You need to make sure the effect which applies the behavior to the missile is executed by the caster.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Helloo all,
Ive make a spell based on this: http://forums.sc2mapster.com/development/map-development/4399-make-a-fireball-ability/
Basically, its a fireball which moves forward and deals damage to the first target it encounters.
Quick rundown on how the ability works is: Ability creates a persistant which creates a launch missile. Missile has a behavior attached to it with a periodic search area. search area has a set to suicide the missile and deal damage to the unit it encounters
The problem with this is that the unit that has cast the fireball is not receiving the kill credit. My guess is that the fireball missile is getting the credit since the search effect is attached to the fireball itself and not the caster.
Is there anyway around this?
Ive attempted to play with launch location on the damage effect but I dont think that what im doing is correct.
Thanks in advance =)
The create missile effect has a field called Launch Effect, which executes an effect when the missile is launched. You can use this for your problem.
This should do the trick.
add the behaviour kills to caster
:O Thanks guys for the quick and accurate responses.
Worked like a charm.
The trick is to apply the behavior by the caster. If you just give the behavior to the unit from the beginning, it won't work. You need to make sure the effect which applies the behavior to the missile is executed by the caster.