Hey guys, I've got a question for you about the (Basic) Search: Area part from the Damage effects. If I put to allowed ground and air and excluded the normal fields (Dead, Hidden, Invulnerable, Missile, both Resoureces, Stasis, Ally and Player), does the effect damage units which are not in the height, I mean, if I target a ground unit, does the damage attack also air units over the area effect or only ground, and the same for air units?
The effect targets anything fitting in the filter regardless of any other targets.
I assume you want a "realistic" explosion effect, in that case you'll need a Switch or Set effect and a Validator (probably a Unit Filter type) to check the main target, and 2 damage effects with matching search filters. Be careful with mixed cases, the Colossus counts as both Ground and Air, and I don't know if you can set a unit to be neither.
The cleanest solution would be a Switch with 1 case: A "target is Air" validator that launches the aerial AoE and the "default case" made to launch the ground-based one or vice-versa.
There's also a "same cliff level" flag on most area searches and cliff level validators for additional "realism", if desired.
Thank you and what a quick anwser. I've got another 2 questions:
1- Is there any way on setting Item range or AoE?
2- How can I make a target Item to be usable even if the target is out of range, I mean, make the unit to go and use the Item when it meets the Range?
Solved question 2: I had the Transient flag On, so that should be the answer.
One more question haha: how can I update the Item charges when I buy the same item? If I pick an item and then buy the same Item, charges are not updated, it places me thesame Item in another Inventory gap.
What kind of item is this? I haven't messed around with items since WoL launch days, but from what I remember items only served as containers for actual, functional data objects such as abilities or weapons. Those obviously have range fields, and a basic AoE is defined by the radius of a Search effect (anything more complex requires intentional design on your part)
Does the standard Ability Range setup not work? That is, a Range type actor based on Range Abil and aligned to the ability cast by the item.
If it doesn't you'll have to find an actor event that triggers when the item's targeting mode is brought up. You can use an event like ActorCreation->Create"NuclearStrikeImpactModel" to check if the actor was created successfully. You can also specify a constant range on the actor in case the event doesn't allow access to the Ability stats.
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Hey guys, I've got a question for you about the (Basic) Search: Area part from the Damage effects. If I put to allowed ground and air and excluded the normal fields (Dead, Hidden, Invulnerable, Missile, both Resoureces, Stasis, Ally and Player), does the effect damage units which are not in the height, I mean, if I target a ground unit, does the damage attack also air units over the area effect or only ground, and the same for air units?
The effect targets anything fitting in the filter regardless of any other targets.
I assume you want a "realistic" explosion effect, in that case you'll need a Switch or Set effect and a Validator (probably a Unit Filter type) to check the main target, and 2 damage effects with matching search filters. Be careful with mixed cases, the Colossus counts as both Ground and Air, and I don't know if you can set a unit to be neither.
The cleanest solution would be a Switch with 1 case: A "target is Air" validator that launches the aerial AoE and the "default case" made to launch the ground-based one or vice-versa.
There's also a "same cliff level" flag on most area searches and cliff level validators for additional "realism", if desired.
Thank you and what a quick anwser. I've got another 2 questions: 1- Is there any way on setting Item range or AoE? 2- How can I make a target Item to be usable even if the target is out of range, I mean, make the unit to go and use the Item when it meets the Range?
Could you have a look at this post too? I have a problem with starting items on hero inventory. http://www.sc2mapster.com/forums/development/data/50621-initial-inventory-item/
Solved question 2: I had the Transient flag On, so that should be the answer.
One more question haha: how can I update the Item charges when I buy the same item? If I pick an item and then buy the same Item, charges are not updated, it places me thesame Item in another Inventory gap.
What kind of item is this? I haven't messed around with items since WoL launch days, but from what I remember items only served as containers for actual, functional data objects such as abilities or weapons. Those obviously have range fields, and a basic AoE is defined by the radius of a Search effect (anything more complex requires intentional design on your part)
@Photoloss: Go
I mean the range actor, the actor which shows the Item range when you use it.
Does the standard Ability Range setup not work? That is, a Range type actor based on Range Abil and aligned to the ability cast by the item.
If it doesn't you'll have to find an actor event that triggers when the item's targeting mode is brought up. You can use an event like ActorCreation->Create"NuclearStrikeImpactModel" to check if the actor was created successfully. You can also specify a constant range on the actor in case the event doesn't allow access to the Ability stats.