via triggers. Whenever i push space i want cliffwalking to be enabled for only 4 seconds. I can't seem to get this to work in any way because it's not an ability. Could anyone lend me some help?
I think that you could make a requirement for cliffwalking that space finishs and then when it is used, it does the requirement and after 4 seconds it removes the spell and gives him another cliffwalking so that he needs to press space again.
Oh so you want me to show you the triggers? If so, then i will.
Also, are those ghosts going to be heroes, like single units owned by a player or are they going to be normal units that can be massed, because that changes a lot.
That would definitely make things easier on my end if oyu could show me. The ghost is not a hero but a normal unit. It's 1 per player. It doesnt matter which ability you use (cliffwalk/jetpack) as long as i can traverse terrain ONLY after i push space for a duration of 4 seconds.
its there at the start. Yeah, i'm trying to add the passive jump ability to the ghost but its pretty buggy with my third person movement. It's because it's sending a move command every whatever seconds and its interupting the jump
well, i got the reaper jump to work, but i could never get the "space" jump to work. Worked on it for like 4 hours total and still didnt get it. The reaper jump is ok, i just have to keep tweaking it.
A lot of ppl are thinking that reaper's cliff jumping is an effect or ability. Only its animations is an effect or ability. Without the effect or ability on the unit it will still cliff walk.
The movement on the unit is set as "cliff walker" as opposed to "ground"
Cliff walking is just another walking method.
The only method I can come up with is making duplicate units and morphing (look at lift off ability for Terran buildings)
A lot of ppl are thinking that reaper's cliff jumping is an effect or ability. Only its animations is an effect or ability. Without the effect or ability on the unit it will still cliff walk.
The movement on the unit is set as "cliff walker" as opposed to "ground"
Cliff walking is just another walking method.
The only method I can come up with is making duplicate units and morphing (look at lift off ability for Terran buildings)
If you edit the Reaper and remove his Cliff Jump behavior (leaving his Mover intact) he will walk up to cliff as if it weren't in his way, but he won't actually jump it. He'll just run against the edge uselessly. The Reaper does not use the same mover as the Colossus.
The Colossus can cliff-walk just because of his mover. The Reaper requires a Behavior AND a mover to work properly. Take one or the other out and he just won't do it.
I've discovered though that is is sufficient for the unit to have ever had the Cliff Jump behavior. If you give him the behavior and then remove it (or add a requirement to the behavior and then remove the requirement) the unit will go on Cliff Jumping as if nothing happened. Once a unit acquires a Jump behavior, it seems that it's effects are permanent.
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via triggers. Whenever i push space i want cliffwalking to be enabled for only 4 seconds. I can't seem to get this to work in any way because it's not an ability. Could anyone lend me some help?
bump. Can anyone halp?
I think that you could make a requirement for cliffwalking that space finishs and then when it is used, it does the requirement and after 4 seconds it removes the spell and gives him another cliffwalking so that he needs to press space again.
Yeah, i believe my main problem was actually adding the behavior to the ghost. It's like it didn't exist >_>
edit: i have to go to work, but when i come back i'll give a more detailed explanation.
Oh so you want me to show you the triggers? If so, then i will.
Also, are those ghosts going to be heroes, like single units owned by a player or are they going to be normal units that can be massed, because that changes a lot.
@x0oo0: Go
That would definitely make things easier on my end if oyu could show me. The ghost is not a hero but a normal unit. It's 1 per player. It doesnt matter which ability you use (cliffwalk/jetpack) as long as i can traverse terrain ONLY after i push space for a duration of 4 seconds.
sounds like you want to turn a ghost into a reaper
why don't you try making the reaper passive ability a command ability?
@ResolveHK: Go
Is it there upon the start of the game? or is it spawned later on?
@x0oo0: Go
its there at the start. Yeah, i'm trying to add the passive jump ability to the ghost but its pretty buggy with my third person movement. It's because it's sending a move command every whatever seconds and its interupting the jump
well, i got the reaper jump to work, but i could never get the "space" jump to work. Worked on it for like 4 hours total and still didnt get it. The reaper jump is ok, i just have to keep tweaking it.
A lot of ppl are thinking that reaper's cliff jumping is an effect or ability. Only its animations is an effect or ability. Without the effect or ability on the unit it will still cliff walk.
The movement on the unit is set as "cliff walker" as opposed to "ground"
Cliff walking is just another walking method.
The only method I can come up with is making duplicate units and morphing (look at lift off ability for Terran buildings)
If you edit the Reaper and remove his Cliff Jump behavior (leaving his Mover intact) he will walk up to cliff as if it weren't in his way, but he won't actually jump it. He'll just run against the edge uselessly. The Reaper does not use the same mover as the Colossus.
The Colossus can cliff-walk just because of his mover. The Reaper requires a Behavior AND a mover to work properly. Take one or the other out and he just won't do it.
I've discovered though that is is sufficient for the unit to have ever had the Cliff Jump behavior. If you give him the behavior and then remove it (or add a requirement to the behavior and then remove the requirement) the unit will go on Cliff Jumping as if nothing happened. Once a unit acquires a Jump behavior, it seems that it's effects are permanent.