Hi Fellow mappers
I can't seem to figure out a soltion for the following basic ability idea:
A target ability which launches a missile doing executing effect1 to a unit on impact AND if a certain cost requirement is met and only then, executing effect2, subtracting that cost from the caster's vitals.
An example could be as follwed:
the cost for the additional effect is 50 energy. A marine with 20/100 energy executes the ability on marauder. The missile hits. Effect1 - lets say damage - takes place. Effect2 - lets say an apply effect - doesn't because the marine doesn't meet the cost requirements. If it had 50+ energy, the apply effect would be executed with the marauder as target aswell and 50 energy would be subtracted from the marines energy.
When I set a cost effects or validator has X of Y onto effects which are executed from behaviors on the missile unit, everything is refers to that instead of the executing unit.
a simple validator should work here. when the missile hits, target effect is a set effect with effect 1 and 2. effect 2 must be validated. validate unit validator validating unit's energy . target must be set to caster.
Yeah I tried sth like this. However this did not work. It seemed like the validator was validating the missile itself noo matter what I selected as target. Also this would not remove energy as cost from the caster.
My Final goal for an ability was a target ability that launches a missile which damages enemy units on hit and heals allied units on hit if energy cost can be payed.
After heavy brainstroming action I came up with a complicated solution:
The missile has a behavior which periodically executes a search effect for enemy units, dealing damage on impact, as well as another search effect which on impact with an allied unit. So enemy unit = damage and allied unit = the following: the second search effect applies a void buff to the allied target and searches for the caster unit owned by the casting player, validates whether it has enough energy and if so, modifies the caster's energy -x. Additionally another search effect is executed from the casters position which searches for the unit with the void buff on it and heals that unit and removes the buff.
I am currently trying that as this was just a theoretical approach so far.
Easier solutions or comments on my possible one are much appreciated :-)
So the missile has a preset behaviour which searches for units to impact against. The problem with this is that there is no way to reference the caster since it does not figure into the effect tree of the behaviour.
The best way a can figure this to work is have the impact effect and everything tie into the original Launch Missile effect and have the behaviour use a Redirect Missile effect which causes the missile to redirect into the enemy unit then the Impact Effect will be able to reference the caster unit normally. Note though that this is a theory, I don't know whether the Redirect Missile effect will save the impact effect of the Launch Missile effect though I believe I tested it once and found it did.
at the target field you can set target to Effect: LaunchMissile : Caster.
the effect tree looks like this:
launch missile -> set effect : A Damage, B Set effect : C Search Area (search for allies) -> Modify Unit (heal life), D Modify Unit (remove energy from caster).
So the missile has a preset behaviour which searches for units to impact against. The problem with this is that there is no way to reference the caster since it does not figure into the effect tree of the behaviour.
EXACTLY! Basically the main issue is the caster reference. That's why unfortunately your solution doesn't work Funky.
My way mentioned above should in theory work but for some unknown reason the last search effect is not executed even when I removed validators and the set effect which leads to the search effect triggers.
I tried building up the ability the way you two described. I actually don't understand how I should implement the redirection of the missile. Where do I lanch the missile to before redirecting? would I redirect the missile to the enemy unit from the caster?
Edit:
I tried implementing the redirect missile effect but with no success. Can you specify your idea? where and when should the redirect missile? a effect tree like Funky posted would be nice, also including a second tree which descibes the effects on the bahavior.
I
Hi Fellow mappers I can't seem to figure out a soltion for the following basic ability idea:
A target ability which launches a missile doing executing effect1 to a unit on impact AND if a certain cost requirement is met and only then, executing effect2, subtracting that cost from the caster's vitals.
An example could be as follwed: the cost for the additional effect is 50 energy. A marine with 20/100 energy executes the ability on marauder. The missile hits. Effect1 - lets say damage - takes place. Effect2 - lets say an apply effect - doesn't because the marine doesn't meet the cost requirements. If it had 50+ energy, the apply effect would be executed with the marauder as target aswell and 50 energy would be subtracted from the marines energy.
When I set a cost effects or validator has X of Y onto effects which are executed from behaviors on the missile unit, everything is refers to that instead of the executing unit.
Any idea how this can be realised?
@IcyJay: Go
a simple validator should work here. when the missile hits, target effect is a set effect with effect 1 and 2. effect 2 must be validated. validate unit validator validating unit's energy . target must be set to caster.
Yeah I tried sth like this. However this did not work. It seemed like the validator was validating the missile itself noo matter what I selected as target. Also this would not remove energy as cost from the caster.
My Final goal for an ability was a target ability that launches a missile which damages enemy units on hit and heals allied units on hit if energy cost can be payed.
After heavy brainstroming action I came up with a complicated solution:
The missile has a behavior which periodically executes a search effect for enemy units, dealing damage on impact, as well as another search effect which on impact with an allied unit. So enemy unit = damage and allied unit = the following: the second search effect applies a void buff to the allied target and searches for the caster unit owned by the casting player, validates whether it has enough energy and if so, modifies the caster's energy -x. Additionally another search effect is executed from the casters position which searches for the unit with the void buff on it and heals that unit and removes the buff.
I am currently trying that as this was just a theoretical approach so far.
Easier solutions or comments on my possible one are much appreciated :-)
So the missile has a preset behaviour which searches for units to impact against. The problem with this is that there is no way to reference the caster since it does not figure into the effect tree of the behaviour.
The best way a can figure this to work is have the impact effect and everything tie into the original Launch Missile effect and have the behaviour use a Redirect Missile effect which causes the missile to redirect into the enemy unit then the Impact Effect will be able to reference the caster unit normally. Note though that this is a theory, I don't know whether the Redirect Missile effect will save the impact effect of the Launch Missile effect though I believe I tested it once and found it did.
@Spoolofwhool: Go
at the target field you can set target to Effect: LaunchMissile : Caster.
the effect tree looks like this:
launch missile -> set effect : A Damage, B Set effect : C Search Area (search for allies) -> Modify Unit (heal life), D Modify Unit (remove energy from caster).
just add the validator to B
EXACTLY! Basically the main issue is the caster reference. That's why unfortunately your solution doesn't work Funky.
My way mentioned above should in theory work but for some unknown reason the last search effect is not executed even when I removed validators and the set effect which leads to the search effect triggers.
I tried building up the ability the way you two described. I actually don't understand how I should implement the redirection of the missile. Where do I lanch the missile to before redirecting? would I redirect the missile to the enemy unit from the caster?
Edit: I tried implementing the redirect missile effect but with no success. Can you specify your idea? where and when should the redirect missile? a effect tree like Funky posted would be nice, also including a second tree which descibes the effects on the bahavior. I