Ive been trying for month to duplicate the siege breaker (sieged) ability but with some changes done like for example:
-It increases damage levels with experience (5 levels).
-It auto-unmorphs
-It has cooldown
-It fires several times and fast.
-It can target point.
-Strikes are done by effects added to the morph ability and not he weapon.
But i havent been able to get it right. Its so frustrating. Can somebody please check this map and tell me why. I was able to get it working with this set up but then when i added some triggers to the map (another map) the ability broke up some how, some way i dont know and it doesnt work. Also in this test map is the ability, the tank and all the actor and effects i have in the real map. Your help is appreciated. I wont use triggers for this, because i know its doable by data.
Lol.. this is so... incredibly sloppy I don't even know where to begin. But I can't say I blame you, you've set up a pretty big knot. A lot of it you've done unknowingly, because you copied and pasted a lot of things without fully understanding what every little thing does. But then again the most basic and key mistakes, I've already pointed out several times and you have not adjusted.
You have repeated pasted effects that have no difference from each other. If you want different damage effects for different levels, use the switch effect and use level validators for different cases. Search switch effects and validators if you don't know what they do. They're very simple - switch effect just uses different effects under different conditions (via validators). Validators are just condition checks for data, they can assess a lot of fundamental situations and are very useful. I've already told you this several times now.
Why do you have negative periodic duration values in your persistent? Also 20 periodic counts of.. turning the turret(?) - I think you meant to add some search/damage effects in there. If you have less effects listed, than the periodic counts integer - the periodic effect will use the first index after reaching the last. You're basically ordering the unit to turn it's turret 20 times. Also the location for the persistent is set to caster, so it has wrong targeting.
Your issue order for morphing has player set to 'target', should be set to 'caster'. There are some other wrong impact targets/locations such as modify unit - I haven't found all of them.
Your morph flags doesn't ignore unit food cost, the tanks can't even morph in the first place. While this might be default setting for the morph ability, you might have changed a setting in your siege units - idk what you did for sure, but it's definitely being an issue here.
You used custom units for this, but the morph actor you are using is the default Siege Breaker Siege/Unsiege type which, in their actor events, validates morph only for Siege Breaker type of units. You need to add a term that validates your type of custom units. Or copy the actor if you don't want to touch the default actor. Otherwise you're going to have an empty transition between morphing.
Repeating AnimBrackets with the same name has some glitchy visual effects, I advise using AnimPlay or at least clearing the AnimBracket event name each time you finish and/or when you start it up. Give your attack animation time scale or duration if you have lower attack speeds. Since it's not attached to a weapon, the animation flow won't be automatically scaled.
There are some other subtle things you can learn from my attachment:
I rotate the turret initially, and un-rotate it after the attack pattern - before unmorphing the unit (It looks cleaner that way).
You didn't set an arc value for your ability, so your unit turns twice in the casting stage (It's repetitive, in terms of animation time).
You can use an action actor to link together launching/impact models/sound effects. (This is up to you, but I personally don't like to do a lot of repetitive things so...)
Use a dummy search effect (set the area and unit filter), link it to cursor effect for your ability. It will show what kind of targets your effect can target - also you won't have to scale your cursor splats by model scale manually. It will automatically scale it for you, according to your dummy search effect's area radius.
Also, I forgot to add this when I responded to your PM - but even though I updated my submissions to be pure data - I had made an updated version layered directly on top of the map that you were working on. Both of them address some of the points I laid out here.
Overall - pay attention to the details! You could've avoided a lot of mistakes, if you paid closer attention to my posts/attachments.
With regards to point number two. The Modify Unit effect tells the turret to turn to the target and then use an effect on the target once turned to face the target before returning to the idle position. The Create Persistent being on the caster is of no concern because the Modify Unit effect uses an earlier Set effect to remember where the target is (something that has not been updated with the levels of the set).
I agree with your point number even. My demo ability for him was meant to be a single shot only.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Im reading...analyzing and posting more reply soon. This fix will definitely help me out with other stuff big time. It appears that the switch effect helps to minimize work, i like it, didnt knew about it though. Posting more later. Still analyzing it.
Rollback Post to RevisionRollBack
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Ive been trying for month to duplicate the siege breaker (sieged) ability but with some changes done like for example:
-It increases damage levels with experience (5 levels).
-It auto-unmorphs
-It has cooldown
-It fires several times and fast.
-It can target point.
-Strikes are done by effects added to the morph ability and not he weapon.
But i havent been able to get it right. Its so frustrating. Can somebody please check this map and tell me why. I was able to get it working with this set up but then when i added some triggers to the map (another map) the ability broke up some how, some way i dont know and it doesnt work. Also in this test map is the ability, the tank and all the actor and effects i have in the real map. Your help is appreciated. I wont use triggers for this, because i know its doable by data.
Lol.. this is so... incredibly sloppy I don't even know where to begin. But I can't say I blame you, you've set up a pretty big knot. A lot of it you've done unknowingly, because you copied and pasted a lot of things without fully understanding what every little thing does. But then again the most basic and key mistakes, I've already pointed out several times and you have not adjusted.
Also, I forgot to add this when I responded to your PM - but even though I updated my submissions to be pure data - I had made an updated version layered directly on top of the map that you were working on. Both of them address some of the points I laid out here.
Overall - pay attention to the details! You could've avoided a lot of mistakes, if you paid closer attention to my posts/attachments.
@msong7229: Go
With regards to point number two. The Modify Unit effect tells the turret to turn to the target and then use an effect on the target once turned to face the target before returning to the idle position. The Create Persistent being on the caster is of no concern because the Modify Unit effect uses an earlier Set effect to remember where the target is (something that has not been updated with the levels of the set).
I agree with your point number even. My demo ability for him was meant to be a single shot only.
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
Im reading...analyzing and posting more reply soon. This fix will definitely help me out with other stuff big time. It appears that the switch effect helps to minimize work, i like it, didnt knew about it though. Posting more later. Still analyzing it.