hi, sorry the intro is a bit long.
i want to create a ball. well i already did... but i have 1 problem.
Intro:
if you touch the ball, you become the ball carrier. you lose the ball if you kick the ball(Ability) or if you die. so there is no "real" ball if a units has the ball.
i did this with an empty ability and a create unit trigger and issue order to move to position of issued order (the kick ball ability). this works fine, the ball moves to the clicked position.
for taking the ball, my ball acts like this vespin barrels from the campaign (i only modified it), so if a unit touches it, it disappears (this is actually an auto cast ability of the vespin barrel) and triggers a triggers to mark the carrier of the ball and enable the kick ability (actually applying a behavior which enables the ability could be even better).
Problem:
everything works fine , except 1 important thing: You cannot block. this means if you stand in the line the ball flies, you do not become the new carrier. the ball continues flying until it stops at the desired position. on the other hand, if a unit stands on the desired postion, it becomes the new carrier. this pretty sucks, i think the problem is that the auto cast ability autocasts only when the unit does not move/gets other orders.
Question:
is there something in the ability editor tab where i can enable the ability to be cast while moving?
i´v heard that there is another posibility for a ball with projectiles. how does this work? i´m not very good with projectiles...
Just get the projectile unit to have a search area periodic behavior. All that you have just described sounds like it could be done with pure data so no triggers needed.
Have you considered having the ball as a behavior on the units that is transfered?
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@DrSuperEvil: Go yeah it´s called "ball behavior" :-)
hm i read that in another thread with the periodic search, but i know nothing about projectiles. is it possible to create a projectile to not hit the ground and kill itself? oh and that it stops at the desired position and stays there until someone touches it?
lol... i have an idea, its so simple. i do everything like before, but instead of using the vespin barrel pick up ability, i give the ball (which is a unit not a projectile) this periodic behavior.
:-D
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hi, sorry the intro is a bit long. i want to create a ball. well i already did... but i have 1 problem.
Intro: if you touch the ball, you become the ball carrier. you lose the ball if you kick the ball(Ability) or if you die. so there is no "real" ball if a units has the ball.
i did this with an empty ability and a create unit trigger and issue order to move to position of issued order (the kick ball ability). this works fine, the ball moves to the clicked position.
for taking the ball, my ball acts like this vespin barrels from the campaign (i only modified it), so if a unit touches it, it disappears (this is actually an auto cast ability of the vespin barrel) and triggers a triggers to mark the carrier of the ball and enable the kick ability (actually applying a behavior which enables the ability could be even better).
Problem: everything works fine , except 1 important thing: You cannot block. this means if you stand in the line the ball flies, you do not become the new carrier. the ball continues flying until it stops at the desired position. on the other hand, if a unit stands on the desired postion, it becomes the new carrier. this pretty sucks, i think the problem is that the auto cast ability autocasts only when the unit does not move/gets other orders.
Question: is there something in the ability editor tab where i can enable the ability to be cast while moving? i´v heard that there is another posibility for a ball with projectiles. how does this work? i´m not very good with projectiles...
Just get the projectile unit to have a search area periodic behavior. All that you have just described sounds like it could be done with pure data so no triggers needed.
Have you considered having the ball as a behavior on the units that is transfered?
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
@DrSuperEvil: Go yeah it´s called "ball behavior" :-)
hm i read that in another thread with the periodic search, but i know nothing about projectiles. is it possible to create a projectile to not hit the ground and kill itself? oh and that it stops at the desired position and stays there until someone touches it?
As far as I know, this will be hard. You will need to simulate it, by switching it with a unit on impact.
@Kueken531: Go
lol... i have an idea, its so simple. i do everything like before, but instead of using the vespin barrel pick up ability, i give the ball (which is a unit not a projectile) this periodic behavior.
:-D