I'm been breaking my head over this problem for the past couple of hours and I don't seem to get it to work. I tried using behaviour, validators etc and nothing is working. anyone has an idea
I want to have the Spider Mines that a vulture has created die when that vulture also dies.
yeah.. that's a trigger solution.. but if vultures are build in big groups I kinda need a BIG array and make sure that every mine gets placed in the right array.
was hoping on a data editor solution. is more precise and clean.
yeah, not that hard really
When mine is deployed make an effect (apply behavior) that adds a hidden buff (note u have to use effect to add the hidden behavior do not put the behavior on spider unit beforehand, or else the behavior will not know/record who the 'caster' is)
Make hidden buff disabled validator (Caster is Alive) and have periodic effect (Kill self)
I did this for summoning spell before I had to format my comp, but that's pretty much the idea.
I would do
Effect (Persistent, 2 instances, 0.00 seconds between them)
1st instance create unit (Spider mine)
2nd instance search effect (Find spider mine, use validator->player units+unit type:spidermine+ no hidden buff), effect for the search: apply the hidden behavior
(note u have to use effect to add the hidden behavior do not put the behavior on spider unit beforehand, or else the behavior will not know record who the 'caster' is)
k. got the whole thing working but am trying to not let my head explode the past hour because the damn validator is not working.
if I don't have any validators the behaviour is applied like it should without a problem. only when I add a validator to check only to apply on the spider mine its not adding anything. am I not seeing something?
well, this is your long awaited answer :P (found this thread through google)
1) unit-creator should apply killing behavior through effect (lets call it APPLYEFFECT) to his child
2) in killing behavior u should add validator that disables that killing
3) validator should be UnitFilter with parameters:
Validator:Filter: dead:required (so it allow behavior if unit is dead)
Validator:Unit+: APPLYEFFECT : Caster <= that specifies which unit should be dead for killing mechanism activation
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I'm been breaking my head over this problem for the past couple of hours and I don't seem to get it to work. I tried using behaviour, validators etc and nothing is working. anyone has an idea
I want to have the Spider Mines that a vulture has created die when that vulture also dies.
Add Mine -> Move Mine To Array -> Vulture Die -> Kill Mines In Array
yeah.. that's a trigger solution.. but if vultures are build in big groups I kinda need a BIG array and make sure that every mine gets placed in the right array.
was hoping on a data editor solution. is more precise and clean.
I'm feeling really stupid now....
k. got the whole thing working but am trying to not let my head explode the past hour because the damn validator is not working.
if I don't have any validators the behaviour is applied like it should without a problem. only when I add a validator to check only to apply on the spider mine its not adding anything. am I not seeing something?
still no fix. as soon as I add a check for nit type its not working
k. I can't get the validator to work in this case to only apply the effect to spider mines in the area :S anyone has a bright idea for me?
helpless bumb :S
well, this is your long awaited answer :P (found this thread through google)
1) unit-creator should apply killing behavior through effect (lets call it APPLYEFFECT) to his child 2) in killing behavior u should add validator that disables that killing 3) validator should be UnitFilter with parameters: Validator:Filter: dead:required (so it allow behavior if unit is dead) Validator:Unit+: APPLYEFFECT : Caster <= that specifies which unit should be dead for killing mechanism activation