I followed the tutorial, but for some reason my unit will jump, but no effect is created and the only thing that takes damage is my unit. Also, only 4 of the effects are in the unit's box after i added the ability, Damage, Drop, Jump, and Lift. None of the actors are there either. Help?
the RADIAL BONUS in the search effect is the KEY to push effects working with this, should be highlighted. but i just ran some tests with HybridC Maar's shockwave, an it's confirmed
Hey Prozaic, you forgot to mention what type the abilities are when
creating Ground Pound and Shockwave abilities. EDIT: I figured out that
the Ground Pound is an [b]Effect - Instant[/b] and Shockwave is an
[b]Effect - Target[/b], though this should be in the tutorial.
I've updated the tutorial to correct these issues :)
im having troble finding out how to active it, if a melee units attack a
structure. (ofc without trigger), and also putting a CD on it so it dont
active everytime a units attacks it
You can add a Behavior to your structure with a Damage Response + that triggers the force effect when it is hit. Use the Immortal's Shield as a reference. You can set the chance it will happen as well as an internal CD for it in the same window.
I followed the tutorial, but for some reason my unit will jump, but no
effect is created and the only thing that takes damage is my unit. Also,
only 4 of the effects are in the unit's box after i added the ability,
Damage, Drop, Jump, and Lift. None of the actors are there either. Help?
It sounds like you have the effects set to target the unit (check your target filters) and you probably mislinked one of the effects. From what you listed, it looks like your effect chain is mislinked in numerous places. This could cause your actors to not show up if the events they are tied too aren't linked to the effect chain. You'll need to walk through the effect one at a time from start to finish, making sure each effect links properly to the next.
the RADIAL BONUS in the search effect is the KEY to push effects working
with this, should be highlighted. but i just ran some tests with HybridC
Maar's shockwave, an it's confirmed
Um, I am not quite sure if this thread is dead O_O, but what do you mean by "increments" in the "Periodic Offsets" part? I understand the offsets should look like this, but what are increments?
And how should we link the Effect - Apply Behavior Shockwave (Height), isn't it already linked by default?
EDIT: Oooo....k..... I've finished the Shockwave ability but what I get is having to select a point, and when I do the burrow animation plays there and on a point 6 range away... and it damages like 2 or 3 units.... What the hell?
EDIT 2: EPIC. FACEPALM. FOR ME.
I didn't look what you were clicking on the UI, and I thought ground pound is shockwave, for god sakes it even looks like a shockwave O_O! This is my biggest fail ever.... Completely missing the ability and spending an hour to make it....
The thread is never dead. All of my tutorials are there for people to look at and answer questions in :)
As for increments, it quite literally means incremental growth. As in each period the radius of the effect grows by the listed increment. Thus it starts at the listed radius and grows by the radial bonus. If your radius is 1 and the radial bonus is 0.5, the radius of the search effect will grow by 0.5 every period: 1, 1.5, 2, 2.5 etc
For the second part, I'm assuming you figured it out based on the edits? lol
Hey, nice tutorial, helped me make an interesting ability. I've hit a bit of a snag however.
My ability is basically the same as shockwave but with a throw and dealing no damage.
I should preface this by saying it worked perfectly until I made multiple levels for it.
Basically it's an ability that casts:
Persist >> Search >> Apply Behaviour
And the behaviour is set thus:
Modify - Movement Min speed >> 50
Modify - Unit state >> Suppress Collision Enabled
Effect final >> Drop
Effect Initial >> Lift
Effect Periodic >> Throw
Duration >> 1.2
Period >> 0.05
P Count >> 24
As you can probably work out, it lifts a unit, pushes it back 24 times, once every 0.05 seconds and then drops it back down at the end.
Now this was working perfectly, until I adapted it to be levelable by changing the duration and period count per level.
Now, it will lift the units... and that's it... it's effectively frozen, it won't count to the end of the duration or the periods... Is this a bug? Am I simply screwed?
Obviously the problem is IN the behaviour, which is where I'm lost, why can commence the behaviour but refuse to do the rest?
Oh and I've just noticed the collision isn't turned off either :-/
It depends upon how you've setup the levels. Do you have multiple copies of all of the events per level or are you using Upgrades/Triggers/Requirements/Switches to change only the duration and period count?
I went through and levelled them up and they all mis-behaved... hang on...
yeah... they all do exactly the same :-/ Lift em, and leave em, they don't even remove the collision detection, it's purely doing the initial effect and nothing else...
Basically, there was absolutely no reason for Requirements, dunno why that broke it, but I didn't need it and removing them fixed the issue. Thanks for your help anyways! This tutorial was so useful!
Thanks for the tutorial!
I have to agree with zzPop that the Lift and Drop effects are kind of useless, though. Easier done through the Behavior - Modification than through a periodic effect.
@Dustin374
Try setting the 'Target: Location - Effect' to the effect that is triggered by the search area or whatever you use for selecting a target, and set 'Value' to 'Source unit/point'. The way it works I think is that if you have something that triggers the effect on the unit itself (i.e. a behavior that triggers the Push effect instead of an effect triggered by the Search Area effect) it won't get a valid direction, because it'll be asked to push towards itself, so it'll push south.
As I pointed out when zzPop first brought this up, you need to use separate Modify Unit effects in order to have the height change happen WITHIN the duration of the Behavior rather than outside of it. The shockwave would be triggered while you were in the air (before impacting the ground) and detract from the realism of the spell. By using a pair of Modify Unit effects you gain more accurate control over the motions at the expense of a little extra work.
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I followed the tutorial, but for some reason my unit will jump, but no effect is created and the only thing that takes damage is my unit. Also, only 4 of the effects are in the unit's box after i added the ability, Damage, Drop, Jump, and Lift. None of the actors are there either. Help?
Great tutorial, and damn nice layout! Colors made it easy to follow.
the RADIAL BONUS in the search effect is the KEY to push effects working with this, should be highlighted. but i just ran some tests with HybridC Maar's shockwave, an it's confirmed
hey
im having a little problem , with the shockwave
for some reason it doesnt extend from the unit to target , it just repeats the effect directly on top of my unit ..
any ideas?
I've updated the tutorial to correct these issues :)
You can add a Behavior to your structure with a Damage Response + that triggers the force effect when it is hit. Use the Immortal's Shield as a reference. You can set the chance it will happen as well as an internal CD for it in the same window.
It sounds like you have the effects set to target the unit (check your target filters) and you probably mislinked one of the effects. From what you listed, it looks like your effect chain is mislinked in numerous places. This could cause your actors to not show up if the events they are tied too aren't linked to the effect chain. You'll need to walk through the effect one at a time from start to finish, making sure each effect links properly to the next.
Thank yeh kindly :D
Added a line to further emphasize this point.
It sounds like you forgot to set periodic offsets for the line persistent.
Um, I am not quite sure if this thread is dead O_O, but what do you mean by "increments" in the "Periodic Offsets" part? I understand the offsets should look like this, but what are increments?
And how should we link the Effect - Apply Behavior Shockwave (Height), isn't it already linked by default?
EDIT: Oooo....k..... I've finished the Shockwave ability but what I get is having to select a point, and when I do the burrow animation plays there and on a point 6 range away... and it damages like 2 or 3 units.... What the hell?
EDIT 2: EPIC. FACEPALM. FOR ME.
I didn't look what you were clicking on the UI, and I thought ground pound is shockwave, for god sakes it even looks like a shockwave O_O! This is my biggest fail ever.... Completely missing the ability and spending an hour to make it....
The thread is never dead. All of my tutorials are there for people to look at and answer questions in :)
As for increments, it quite literally means incremental growth. As in each period the radius of the effect grows by the listed increment. Thus it starts at the listed radius and grows by the radial bonus. If your radius is 1 and the radial bonus is 0.5, the radius of the search effect will grow by 0.5 every period: 1, 1.5, 2, 2.5 etc
For the second part, I'm assuming you figured it out based on the edits? lol
Hey, nice tutorial, helped me make an interesting ability. I've hit a bit of a snag however.
My ability is basically the same as shockwave but with a throw and dealing no damage.
I should preface this by saying it worked perfectly until I made multiple levels for it.
Basically it's an ability that casts:
Persist >> Search >> Apply Behaviour
And the behaviour is set thus:
Modify - Movement Min speed >> 50
Modify - Unit state >> Suppress Collision Enabled
Effect final >> Drop
Effect Initial >> Lift
Effect Periodic >> Throw
Duration >> 1.2
Period >> 0.05
P Count >> 24
As you can probably work out, it lifts a unit, pushes it back 24 times, once every 0.05 seconds and then drops it back down at the end.
Now this was working perfectly, until I adapted it to be levelable by changing the duration and period count per level.
Now, it will lift the units... and that's it... it's effectively frozen, it won't count to the end of the duration or the periods... Is this a bug? Am I simply screwed?
Obviously the problem is IN the behaviour, which is where I'm lost, why can commence the behaviour but refuse to do the rest?
Oh and I've just noticed the collision isn't turned off either :-/
It depends upon how you've setup the levels. Do you have multiple copies of all of the events per level or are you using Upgrades/Triggers/Requirements/Switches to change only the duration and period count?
Individual behaviours, using A learn aility
So that means, 5 persists, 5 searches, 5 apply behaviours, 5 actual behaviours and then a lift, a drop and a throw :-3
Do all levels break or only certain levels? Have you actually tested each level?
I went through and levelled them up and they all mis-behaved... hang on...
yeah... they all do exactly the same :-/ Lift em, and leave em, they don't even remove the collision detection, it's purely doing the initial effect and nothing else...
Worked it out, I was being stupid...
Basically, there was absolutely no reason for Requirements, dunno why that broke it, but I didn't need it and removing them fixed the issue. Thanks for your help anyways! This tutorial was so useful!
Glad I could help :D
Prozaic you are awesome ty :D
I do what I can ;P
1.4 Broke my force effects, they now always push the unit south instead of away from the source 360.
Any idea what they did to break it?
Sounds like your impact/launch location/target is screwed up. The effect is using global coordinates instead of unit facing in your case.
As I pointed out when zzPop first brought this up, you need to use separate Modify Unit effects in order to have the height change happen WITHIN the duration of the Behavior rather than outside of it. The shockwave would be triggered while you were in the air (before impacting the ground) and detract from the realism of the spell. By using a pair of Modify Unit effects you gain more accurate control over the motions at the expense of a little extra work.