I got as far as being able to prevent the unit from jumping up, but then they get stuck and refuse to move.
Trying to disable the jump behavior causes a crash.
Using a non missile mover for the up portion of the behavior results in a crash.
I can identify the launch and filter only the up launch in the unit actor's Events+, but I can't figure out how to cancel the action without a unit freeze or game crash.
ok. I made some progress but not completely in the direction I wanted.
After looking at the Raptor, I replicated most of the functionality over.
I even got my unit going down hill only.
I have two problems:
1. It only works if I manually click the button then the destination.
I want to be able to just right-click to activate it. Just like the move command.
2. If Im too far away from the destination, the unit will walk to the cliff and stop, instead of jumping down.
But if I remove the distance validators then the unit will start jumping to the destination as soon as the ability is triggered regardless of how far away they are from the cliff or the destination.
I have successfully got 2 out of the 3 validator checks I need working on a SINGLE Behavior Buff method for disabling and enabling the Jumping Behavior.
I used Unit Compare Order Count to check if there is a Move Order.
I then used a Unit Compare Order Target Range to check that the Unit is within 3 range of the destination.
Now I just need to compare the Cliff Levels of the Destination and the Unit.
The problem is that I need to get the Destination somehow.
I would normally use a Create Persistent Effect or something and use its Target Point, but I can't attach effects to the default move ability, and augment doesn't trigger from the right-click move commands like I need.
How can I pass the current Move Order's Target Point to a Cliff Compare Validator, from a Buff Behavior?
EDIT: Is there a way to pass the Target Point of one Validator to another one in a Combine Validator(or any other such validator?)?
I have succeeded in creating a consistent and reliable chain of 2 abilities, 2 behaviors, 10 effects, and 6 validators that will automatically add or remove the Jump Behavior as needed as the unit is issued move commands. The best part is that this chain is standard and generalized. I don't need to duplicate a unique chain for each Unit I want to have this functionality. I just need to give the Unit the 2 abilities and the Jump Behavior.
(there is also no use of Persistent Effects or Periods)
I also learned how to circumvent the standard move command, and replace it with one of my own so I can track player initiated right-click issued move orders.
Thank you, to all three of you for your help.
One final question:
I would like to make an example map of this.
Is there a way to easily transfer just a select group of objects into a new map?
Or is my best bet to just copy the map and reset everything I don't want in it?
(:P I guess thats technically two questions. lol )
You can actually copy paste data, but you have to make sure in which order you add them, starting with the basic things that does not link to anything going up to things that links to everything, kind of. It should not be that hard to do.
Ramps introduce a height difference between the unit and the target location.
If you issue a move order to a lower position while they are on a ramp, they will prepare to jump.
If the destination of that move order does not cross a cliff the unit will never leave Jump Prep, or if it crosses a higher cliff they will jump over it.
I tried to add an extra Compare Cliff Level Validator chain that checks to ensure the Unit was specificlly on the 10 or 12 cliff levels, but could not get it to work. :P
2.
The Cliff Jumper Mover does not path like a Ground Mover when not Prep'd to Jump.
I don't think I can fix this one, because I don't think you can switch out movers on the fly.
The result is the unit moving next to and jittering about at the bottom of a cliff even tho there is a ramp it can walk up nearby.
I got as far as being able to prevent the unit from jumping up, but then they get stuck and refuse to move.
Trying to disable the jump behavior causes a crash.
Using a non missile mover for the up portion of the behavior results in a crash.
I can identify the launch and filter only the up launch in the unit actor's Events+, but I can't figure out how to cancel the action without a unit freeze or game crash.
Are you using any validators? Take a look at my attached map for an example on how to do this. The zealots can only jump down cliffs not up.
Link Removed: http://www.mediafire.com/file/l19plen22je27ou/Jump_Ability.SC2Map
Er, I guess I should have mentioned I don't want a manual ability. Sorry.
I want to replicate the Reapers auto jumping, but limited to going down only.
The reaper uses a behavior to do this and I couldn't find a field for a validator.
But Ill take another look, maybe I missed something.
You could always do like the HOTS raptor zerglings.
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
... I ... don't have HotS. :P
Just a WoL pleb here. DX
Re-looking at the dependencies the expansions are there, but Im not sure if I have access to them?
Never really bothered to check. O.O
Working on projects:
Ah. Then Ill take a look. Thanks.
ok. I made some progress but not completely in the direction I wanted.
After looking at the Raptor, I replicated most of the functionality over.
I even got my unit going down hill only.
I have two problems:
1. It only works if I manually click the button then the destination.
I want to be able to just right-click to activate it. Just like the move command.
2. If Im too far away from the destination, the unit will walk to the cliff and stop, instead of jumping down.
But if I remove the distance validators then the unit will start jumping to the destination as soon as the ability is triggered regardless of how far away they are from the cliff or the destination.
My mistake earlier.
I took a look at the reaper unit and modified it to only cliff jump down (auto jumping behavior).
Link Removed: http://www.mediafire.com/file/83em1nswlh4hy3a/Reaper_Cliff.SC2Map Map
I dunno, it looks simple enough for my tastes, and seems like it should work but is kind of inconsistent.
I added stepping cliffs up to 12 cliff level, and added 8 more reapers, 2 of which I started on the higher cliff.
Initially only the first one you spawned in works, and the two on the cliff never worked during my tests.
The rest start out inoperable, but then start working after a long delay??
During one test, I ordered the first Reaper to jump down from a Cliff Level 12 to ground level.
It moved to the closest Cliff Level 10 and jump down to it(expected), then walked out the nearest ramp to ground level.
But then it broke, and would not regain the Jumper behavior.
I appreciate the effort and it certainly is giving me ideas, but I don't think I can use that set up as is.
Arrg! Im so close!
I have successfully got 2 out of the 3 validator checks I need working on a SINGLE Behavior Buff method for disabling and enabling the Jumping Behavior.
I used Unit Compare Order Count to check if there is a Move Order.
I then used a Unit Compare Order Target Range to check that the Unit is within 3 range of the destination.
Now I just need to compare the Cliff Levels of the Destination and the Unit.
The problem is that I need to get the Destination somehow.
I would normally use a Create Persistent Effect or something and use its Target Point, but I can't attach effects to the default move ability, and augment doesn't trigger from the right-click move commands like I need.
How can I pass the current Move Order's Target Point to a Cliff Compare Validator, from a Buff Behavior?
EDIT:
Is there a way to pass the Target Point of one Validator to another one in a Combine Validator(or any other such validator?)?
DONE!
I have succeeded in creating a consistent and reliable chain of 2 abilities, 2 behaviors, 10 effects, and 6 validators that will automatically add or remove the Jump Behavior as needed as the unit is issued move commands. The best part is that this chain is standard and generalized. I don't need to duplicate a unique chain for each Unit I want to have this functionality. I just need to give the Unit the 2 abilities and the Jump Behavior.
(there is also no use of Persistent Effects or Periods)
I also learned how to circumvent the standard move command, and replace it with one of my own so I can track player initiated right-click issued move orders.
Thank you, to all three of you for your help.
One final question:
I would like to make an example map of this.
Is there a way to easily transfer just a select group of objects into a new map?
Or is my best bet to just copy the map and reset everything I don't want in it?
(:P I guess thats technically two questions. lol )
Probably XML copy and paste.
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
You can actually copy paste data, but you have to make sure in which order you add them, starting with the basic things that does not link to anything going up to things that links to everything, kind of. It should not be that hard to do.
Working on projects:
I made a Demo Map with Reapers that will only jump down.
Link Removed: http://www.mediafire.com/file/c0x7hy5s41zvqhf/ReaperJumpDownOnlyDEMO.SC2Map
However, there are 2 issues I couldn't resolve:
1.
Ramps bug out the system.
Ramps introduce a height difference between the unit and the target location.
If you issue a move order to a lower position while they are on a ramp, they will prepare to jump.
If the destination of that move order does not cross a cliff the unit will never leave Jump Prep, or if it crosses a higher cliff they will jump over it.
I tried to add an extra Compare Cliff Level Validator chain that checks to ensure the Unit was specificlly on the 10 or 12 cliff levels, but could not get it to work. :P
2.
The Cliff Jumper Mover does not path like a Ground Mover when not Prep'd to Jump.
I don't think I can fix this one, because I don't think you can switch out movers on the fly.
The result is the unit moving next to and jittering about at the bottom of a cliff even tho there is a ramp it can walk up nearby.