Oh thanks for pointing this out, I noticed that for the jump ability a ground unit (with a target unit/point) can target normally unreachable terrain (for example water). How can I prevent this? I tried the flag you mentioned but it does not seem to work
@DaBernMon: Go How's the abilty set up? It worked for me using Renee's hook ability. You have to use a ground placeholder (I used the Reaper placeholder unit) and a placement range egual to the ability's range, this way if your unit is standing at the edge of water it can jump but wont move any further. The only problem here is that sometimes your unit may actually jump a longer distance than the ability would allow.
You need to check both "placement" and "Placement Ignores Cliff Height" flags. I don't know what happens if you only check the second. If you only check the first, as in Renee's example the ability simply fails, energy (or resource or whatever) is spent but the missile is never launched.
Is the spell ment to basically work that way that when I want a unit to do a jump I create an invisible infestor at the jump location and make him hook the unit?
Hey bit of a necro here, any way to stop the unit mid movement? I'm trying to make a spell that launches a projectile, said projectile will drag units with it up to it's maximum range. If the projectile hits a wall or unpathable terrain, the projectile will stop, dealing AOE damage and stunning any units it has pulled.
So far I managed to do this, having worked with teleport and force effects I decided they suck, and instead used this to tell any unit hit by the missile to launch itself to the target point of the missile, giving the illusion of being dragged by said missile. The new problem arrises now that I can't have them also detect when they collide with a wall and stop the mover.
The way I stop the missile is by killing it, which isn't really an option with it's victims.
so What I'm looking for is some sort of remove behavior, modify unit, etc that I can use to stop the missile mover and reset it to it's regular self. That way I can just apply that in the same effect that stuns the unit.
Also I want to make a Charge ability using this effect, where the unit launches itself toward the location, and collides with any units on the way, stopping the charge and dealing the desired effects
Edit: several hours later I managed to get a working version. Basically The ability fires a persistent that checks every .5 spaces up till the max range of the ability. If the space is unpathable, then the persistent will launch the missile toward said space -1 (so that the impact location is pathable) and destroy itself. This method allows me to both check if the ground is unpathable because of A) there's a doodad there, or B) because the terrain is higher.
Using Validators this allows me to launch the missile at either a doodad, raised cliff, or maximum range. This means the missile will give the illusion of colliding with doodads or raised cliffs, while flying over lower cliffs just fine. Obviously if the persistent reaches it's maximum range before firing a missile, then it hasn't encountered any obstacles and just launches the missile at max range.
I then use a set effect on launch that both creates a persistent on the missile to check for surrounding units, and destroys the persistent that created the missile in the first place (so it won't fire more than one)
The persistent effect checks for enemies currently around the missile every .5 seconds and uses a "launch missile" effect on them that launches them to the missiles current destination.
Last but not least, I use a switch effect and the Max Range validator I made earlier to see if the missile has reached max range, and if it has, switch the impact effect to suicide the missile. If it hasn't reached max range however, it makes the impact effect an AOE stun.
So Finally, this makes all units around the missile dragged to the missile's destination, and if that destination is unpathable, stuns all units dragged.
Not sure if there's a more efficient way, but this is all done via data, and can be used to solve my charge dilemma as well.
@SoulFilcher: Go
Oh thanks for pointing this out, I noticed that for the jump ability a ground unit (with a target unit/point) can target normally unreachable terrain (for example water). How can I prevent this? I tried the flag you mentioned but it does not seem to work
@DaBernMon: Go How's the abilty set up? It worked for me using Renee's hook ability. You have to use a ground placeholder (I used the Reaper placeholder unit) and a placement range egual to the ability's range, this way if your unit is standing at the edge of water it can jump but wont move any further. The only problem here is that sometimes your unit may actually jump a longer distance than the ability would allow.
You need to check both "placement" and "Placement Ignores Cliff Height" flags. I don't know what happens if you only check the second. If you only check the first, as in Renee's example the ability simply fails, energy (or resource or whatever) is spent but the missile is never launched.
The map link doesn't work.
Right Click -> Save As...
Is the spell ment to basically work that way that when I want a unit to do a jump I create an invisible infestor at the jump location and make him hook the unit?
Thanks Renee, super simple method to create jumping abilities and more!!! I also love your work with phasing actors
Hey bit of a necro here, any way to stop the unit mid movement? I'm trying to make a spell that launches a projectile, said projectile will drag units with it up to it's maximum range. If the projectile hits a wall or unpathable terrain, the projectile will stop, dealing AOE damage and stunning any units it has pulled.
So far I managed to do this, having worked with teleport and force effects I decided they suck, and instead used this to tell any unit hit by the missile to launch itself to the target point of the missile, giving the illusion of being dragged by said missile. The new problem arrises now that I can't have them also detect when they collide with a wall and stop the mover.
The way I stop the missile is by killing it, which isn't really an option with it's victims.
so What I'm looking for is some sort of remove behavior, modify unit, etc that I can use to stop the missile mover and reset it to it's regular self. That way I can just apply that in the same effect that stuns the unit.
Also I want to make a Charge ability using this effect, where the unit launches itself toward the location, and collides with any units on the way, stopping the charge and dealing the desired effects
Edit: several hours later I managed to get a working version. Basically The ability fires a persistent that checks every .5 spaces up till the max range of the ability. If the space is unpathable, then the persistent will launch the missile toward said space -1 (so that the impact location is pathable) and destroy itself. This method allows me to both check if the ground is unpathable because of A) there's a doodad there, or B) because the terrain is higher.
Using Validators this allows me to launch the missile at either a doodad, raised cliff, or maximum range. This means the missile will give the illusion of colliding with doodads or raised cliffs, while flying over lower cliffs just fine. Obviously if the persistent reaches it's maximum range before firing a missile, then it hasn't encountered any obstacles and just launches the missile at max range.
I then use a set effect on launch that both creates a persistent on the missile to check for surrounding units, and destroys the persistent that created the missile in the first place (so it won't fire more than one)
The persistent effect checks for enemies currently around the missile every .5 seconds and uses a "launch missile" effect on them that launches them to the missiles current destination.
Last but not least, I use a switch effect and the Max Range validator I made earlier to see if the missile has reached max range, and if it has, switch the impact effect to suicide the missile. If it hasn't reached max range however, it makes the impact effect an AOE stun.
So Finally, this makes all units around the missile dragged to the missile's destination, and if that destination is unpathable, stuns all units dragged.
Not sure if there's a more efficient way, but this is all done via data, and can be used to solve my charge dilemma as well.