In the data editor I have an effect to "Create Unit".
Is there a way (using the data editor) to make the unit follow the rally point of it's parent building every time one is spawned? I can't quite figure this one out :<
I do see the "Effects - Effect - Spawned" option in my Create Unit effect, which applies an effect to the spawned unit. But I can't seem to make a good effect that will force the unit to follow a rally point of the building that made it. There is the "Issue Order" effect type, but that doesn't (seem to) have any kind of "Follow rally point" type of options.
I have exactly the same problem.
I tried to understand how "Effect - Issue Order" works, by looking at the "Broodling Attack" effect, but i just couldn´t figure out how it works.
I am using the "Ability - Effect Instant" which is linked to the "Effect - Create Unite", to create units from the barracks. I don´t use the "Ability - Train" because i want to set the ability to autocast, which afaik can´t be done using the "Ability - Train".
Since this is an old post, maybe someone has found a solution to this problem?
i dont know of a way this can be done. the effect 'issue order' cant be linked to other units, just as from within the data editor i cant make it reference a global variable for the ammount of dmg a dmg effect does etc.... its pretty constrained in not letting you branch outside the specific unit to utulize other units values. at least from where im standing.
the problem with using the issue order is that you cant set the 'target' to another units rally point. there is the command 'rally' but that just sets your specific units rally to the designated point.
issue order effects are actually pretty simple. the most complicated thing is setting it up so youre telling it which unit is issuing the order targeting what. and thats done just by;
target - target+ (this is the target point / unit of the order you want to command)
unit - unit+ (this is the unit youre issuing the order to)
ex;
ability-ability attack
target-taget+ target unit
unit-unit + source
this would cause youre root (source/casting unit) to attack your targeted unit (presumably the effect right before this would have been a search to find the target)
ex;
ability-ability move
target-taget+ source
unit-unit + target
this would cause youre targeted unit (from the search effect right before this) to move to your source (casting/root unit)
theyre pretty simple once you get that down and understand the flow of heirarchy in how to line up the effects (point being there has to be a search effect or something to designate a 'target' etc...)
edit; back to OP's post, doing triggers this can be done very easily, with only the data editor, youre crippled at that point of making a unit target something that belongs to another unit. perhaps if you used to ability-train instead of effect create unit the unit would automatically run to the rally point of its parent building (maybe its built in) i dunno i haventp layed with these 'tower wars' 'marine arena' type maps that involve this...
Thx! In that case i am going to trigger this whole action or just simply finding a way to set the "Ability - Train" to autocast. I don´t understand why they didn´t add this field to the ability.
a work around would be to give the building a behavior, that had a periodic event of every x seconds (your autocast time) it issued the order to train the unit. then the self training should work built in with the rally point. always a workaround right?! hah, dunno if itll work for you but its probably what id try at this point-
This is what i did: I created an "Ability - Behavior" similar to the "Ghost - Personal Cloaking", so i could toggle the Marine produciton on or off. Then i created a "Behavior - Buff", where i set the "Stat - Period" to 1 and the "Effect - Periodic" to my "Effect - Issue Order", which i created earlier and linked to my "Ability - Train" (Barracks - Train). At last I created a "Validator - Order Count" to queue only one unit at a time.
Now i can toggle ie. marine production on or off and when they spawn they follow the rally point of their production building.
Big THX, ezbeats!
@ezbeats not sure what you mean and seems kind of tedious.
I figured it out!! I've been looking at multiple forum posts about this very problem. It's easily done w/ triggers.
"Unit is Created" event means that when you refer to Triggering Unit, you're referring to the unit that created the unit, and to refer to the created unit use created unit ofc, so:
Event: Unit - Any Unit creates a unit with ability Any or behavior No Game Link
Action: Unit - Order (Created Unit) to ( Move targeting ( Rally point of target point for point 1 with target 1 for (Triggering Unit))) (Replacing Existing Orders)
To break that down for you to not waste time finding the right inputs:
Issue Order;
Order: Order Targeting Point;
Ability Command: Move;
Target Point: Unit Rally Point Target Point;
Point: 1;
Target: 1;
Unit: Triggering Unit;
Hope this helps whoever runs into this problem to save them the time :)
In the data editor I have an effect to "Create Unit".
Is there a way (using the data editor) to make the unit follow the rally point of it's parent building every time one is spawned? I can't quite figure this one out :<
I do see the "Effects - Effect - Spawned" option in my Create Unit effect, which applies an effect to the spawned unit. But I can't seem to make a good effect that will force the unit to follow a rally point of the building that made it. There is the "Issue Order" effect type, but that doesn't (seem to) have any kind of "Follow rally point" type of options.
Anyone have ideas? Thanks!
I have exactly the same problem. I tried to understand how "Effect - Issue Order" works, by looking at the "Broodling Attack" effect, but i just couldn´t figure out how it works.
I am using the "Ability - Effect Instant" which is linked to the "Effect - Create Unite", to create units from the barracks. I don´t use the "Ability - Train" because i want to set the ability to autocast, which afaik can´t be done using the "Ability - Train".
Since this is an old post, maybe someone has found a solution to this problem?
i dont know of a way this can be done. the effect 'issue order' cant be linked to other units, just as from within the data editor i cant make it reference a global variable for the ammount of dmg a dmg effect does etc.... its pretty constrained in not letting you branch outside the specific unit to utulize other units values. at least from where im standing.
the problem with using the issue order is that you cant set the 'target' to another units rally point. there is the command 'rally' but that just sets your specific units rally to the designated point.
issue order effects are actually pretty simple. the most complicated thing is setting it up so youre telling it which unit is issuing the order targeting what. and thats done just by;
target - target+ (this is the target point / unit of the order you want to command)
unit - unit+ (this is the unit youre issuing the order to)
ex;
ability-ability attack
target-taget+ target unit
unit-unit + source
this would cause youre root (source/casting unit) to attack your targeted unit (presumably the effect right before this would have been a search to find the target)
ex;
ability-ability move
target-taget+ source
unit-unit + target
this would cause youre targeted unit (from the search effect right before this) to move to your source (casting/root unit)
theyre pretty simple once you get that down and understand the flow of heirarchy in how to line up the effects (point being there has to be a search effect or something to designate a 'target' etc...)
edit; back to OP's post, doing triggers this can be done very easily, with only the data editor, youre crippled at that point of making a unit target something that belongs to another unit. perhaps if you used to ability-train instead of effect create unit the unit would automatically run to the rally point of its parent building (maybe its built in) i dunno i haventp layed with these 'tower wars' 'marine arena' type maps that involve this...
@ezbeats: Go
Thx! In that case i am going to trigger this whole action or just simply finding a way to set the "Ability - Train" to autocast. I don´t understand why they didn´t add this field to the ability.
@petrov1: Go
a work around would be to give the building a behavior, that had a periodic event of every x seconds (your autocast time) it issued the order to train the unit. then the self training should work built in with the rally point. always a workaround right?! hah, dunno if itll work for you but its probably what id try at this point-
@ezbeats: Go
I´m definetly going to try this out. thx again!
@YiffMaster: Go
Yes this would work as well, but you cannot order your units to a rally point if you use this method.
@ezbeats: Go
Awesome! This works like a charm.
This is what i did: I created an "Ability - Behavior" similar to the "Ghost - Personal Cloaking", so i could toggle the Marine produciton on or off. Then i created a "Behavior - Buff", where i set the "Stat - Period" to 1 and the "Effect - Periodic" to my "Effect - Issue Order", which i created earlier and linked to my "Ability - Train" (Barracks - Train). At last I created a "Validator - Order Count" to queue only one unit at a time.
Now i can toggle ie. marine production on or off and when they spawn they follow the rally point of their production building. Big THX, ezbeats!
@ezbeats not sure what you mean and seems kind of tedious.
I figured it out!! I've been looking at multiple forum posts about this very problem. It's easily done w/ triggers.
"Unit is Created" event means that when you refer to Triggering Unit, you're referring to the unit that created the unit, and to refer to the created unit use created unit ofc, so:
Event: Unit - Any Unit creates a unit with ability Any or behavior No Game Link Action: Unit - Order (Created Unit) to ( Move targeting ( Rally point of target point for point 1 with target 1 for (Triggering Unit))) (Replacing Existing Orders)
To break that down for you to not waste time finding the right inputs: Issue Order; Order: Order Targeting Point; Ability Command: Move; Target Point: Unit Rally Point Target Point; Point: 1; Target: 1; Unit: Triggering Unit;
Hope this helps whoever runs into this problem to save them the time :)