Having a rather spectacular error happening here, followed the ground pound to the letter as far as I know. Basically, I cast this near any group of units, and within about 5-10 seconds, the entire map is LITERALLY jumping. For some reason it is latching onto any units it hits and they start firing it off themselves.... Any ideas here, been having a rough go with this jump/knockback thing, was seeing how this one would go since my own efforts typically ended with a unit hopping then skidding and finally taking damage, lol.
Aye, I most certainly did, the jump and height looked so similar I mixed them up in some places, which I thought I had fixed, but both were calling shockwave, lol. A rather amusing side effect to see 200 zerglings/hydralisks hopping toward the bottom of the map. Thank you, hopefully I can tinker with this enough to make realistic looking knockbacks where I had it in mind now.
For the Ground Pound spell, how do I make it so that I don't have to self-target my unit in order to cast? I just want to be able to hit the hotkey and have it go off without having to self target my hero.
@MacSC2 - For your second question, when it says "link the effect" it basically means go back to the Effects tab and on the Behavior sub-tab there set that to the listed value. For example:
Create a new Behavior named Ground Pound (Jump) with Behavior Type: Buff
set Categories: Temporary
set Modification +:
Behavior Modify Flags: Enable Disable Abilities
set Effect - Final: Ground Pound (Shockwave)
set Effect - Initial: Ground Pound (Lift)
set Effect - Periodic: Ground Pound (Drop)
set Duration: 0.72
set Flags: Hidden
set Period: 0.36
set Period Count: 1
link the Effect - Apply Behavior: Ground Pound (Jump)
**At this point go back to the Effects tab, and find the Ground Pound (Jump) effect that you made earlier. Click on its Behavior tab and set that to Ground Pound (Jump) from the drop down list.
Ok, I think I figured my previous question out. However, this is for ProzaicMuse, I think there might be a bug here:
Using the Shockwave ability works just fine on units like the zerglings on your test map. However using it on a this one vehicle unit , Armored Personel Carrier (Agria) causes the unit to get hit twice by the effect. I can't figure out why this unit is getting hit twice by the effect and the zerglings only once.
It's a bit weird though. If the APC is hit straight on with the Shockwave, it bounces up and down in the air twice. However if it only gets hit with a glancing blow that just grazes the side, it behaves correctly.
nm i think i figured it out. seems to be a combination of things. This is for the Shockwave ability:
Small units take up less space. When the Shockwave's Search effect goes off on the Zerglings in the test map, they are small enough, well within the default search Radius of 1 that is listed in the tutorial. The Search effect goes off, it hits them, they meet the criteria, the effect is applied, and the Shockwave continues on. The thing is, the Shockwave is moving fast enough, and the Zerglings are small enough that once they are hit with it, the Shockwave is done and past them.
However, on a larger unit that takes up multiple radius grids (like the APC) the Search effect hits it, applies the effect, but depending on angle of where the Shockwave hit it from, the Shockwave might have more of the unit to pass through. It hits that additional grid that the unit is standing on and it does the effect again, because we've told it to do so. On small units taking up less than a grid of space this works fine but in the case of bigger units like the APC it causes the unit to be affected multiple times (twice in my case) depending on how many grids it is taking up and what angle the Shockwave hit it from.
I tried setting the Radius down on the Search effect down to 0.2-0.5 and while this seemed to work it also felt like a poor solution (didn't necessarily want to cut down on the ability's effectiveness to hit a target). What eventually solved it for me was to cut the Periodic Duration in half from 0.075 to 0.0375. With the duration of the period cut down, even big units like the APC would only be affected by the ability one time as the Shockwave hit them and then continued on. This makes the ability also (travel) faster, but it still looks natural at this periodic duration speed and I'm happy with it.
Hey bros, ressing this, anyone found a way to make it so the units don't auto-move back to their spot? I tried issuing a "stop" order to them on completion to no effect.
also tried removing the "leash" radius of the target unit, no effect.
@ProzaicMuse
- I believe your finding regarding the force effect:
"The Persistent will push/pull the unit(s) repeatedly over a short period of time to cause significant movement."
is partially misleading. Could be due to a change in the map editor since I'm very new to map making - but the force basically orders the units to travel away from the source location, and thus the units can only move as fast as their movespeed allows. Creating a shorter period duration and adding more periods will only help so much as they keep telling the units to move away, whereas applying a higher movespeed will force the units away faster.
At least that portion confused me until I tinkered around a bit. Thanks much for the well written tutorial btw - its application was almost spot on what I was trying to accomplish and so was a perfect starting point.
You could just use actors on scale changing sticks or buffs to adjust unit height as well if you wanted.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Having a rather spectacular error happening here, followed the ground pound to the letter as far as I know. Basically, I cast this near any group of units, and within about 5-10 seconds, the entire map is LITERALLY jumping. For some reason it is latching onto any units it hits and they start firing it off themselves.... Any ideas here, been having a rough go with this jump/knockback thing, was seeing how this one would go since my own efforts typically ended with a unit hopping then skidding and finally taking damage, lol.
Sounds like you have a loop in your effect tree.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Aye, I most certainly did, the jump and height looked so similar I mixed them up in some places, which I thought I had fixed, but both were calling shockwave, lol. A rather amusing side effect to see 200 zerglings/hydralisks hopping toward the bottom of the map. Thank you, hopefully I can tinker with this enough to make realistic looking knockbacks where I had it in mind now.
Hi, first i would like so say that i love your tutorials, because they do awesome stuff and they are really well explained.
Secondly, i don't understand what to do when you write "link the effect" in this part : http://imgur.com/9gUXt
lastly, i would like to know how do i do if i want to make 5 levels to each ability ? What do i have to duplicate and to change ?
Your help would be greatly appreciated
Someooooooooone ? :(
Hello,
For the Ground Pound spell, how do I make it so that I don't have to self-target my unit in order to cast? I just want to be able to hit the hotkey and have it go off without having to self target my hero.
@MacSC2 - For your second question, when it says "link the effect" it basically means go back to the Effects tab and on the Behavior sub-tab there set that to the listed value. For example:
Create a new Behavior named Ground Pound (Jump) with Behavior Type: Buff set Categories: Temporary set Modification +: Behavior Modify Flags: Enable Disable Abilities set Effect - Final: Ground Pound (Shockwave) set Effect - Initial: Ground Pound (Lift) set Effect - Periodic: Ground Pound (Drop) set Duration: 0.72 set Flags: Hidden set Period: 0.36 set Period Count: 1 link the Effect - Apply Behavior: Ground Pound (Jump)
**At this point go back to the Effects tab, and find the Ground Pound (Jump) effect that you made earlier. Click on its Behavior tab and set that to Ground Pound (Jump) from the drop down list.
Ok, I think I figured my previous question out. However, this is for ProzaicMuse, I think there might be a bug here:
Using the Shockwave ability works just fine on units like the zerglings on your test map. However using it on a this one vehicle unit , Armored Personel Carrier (Agria) causes the unit to get hit twice by the effect. I can't figure out why this unit is getting hit twice by the effect and the zerglings only once.
It's a bit weird though. If the APC is hit straight on with the Shockwave, it bounces up and down in the air twice. However if it only gets hit with a glancing blow that just grazes the side, it behaves correctly.
Any ideas anyone?
@numark79: Go
nm i think i figured it out. seems to be a combination of things. This is for the Shockwave ability:
Small units take up less space. When the Shockwave's Search effect goes off on the Zerglings in the test map, they are small enough, well within the default search Radius of 1 that is listed in the tutorial. The Search effect goes off, it hits them, they meet the criteria, the effect is applied, and the Shockwave continues on. The thing is, the Shockwave is moving fast enough, and the Zerglings are small enough that once they are hit with it, the Shockwave is done and past them.
However, on a larger unit that takes up multiple radius grids (like the APC) the Search effect hits it, applies the effect, but depending on angle of where the Shockwave hit it from, the Shockwave might have more of the unit to pass through. It hits that additional grid that the unit is standing on and it does the effect again, because we've told it to do so. On small units taking up less than a grid of space this works fine but in the case of bigger units like the APC it causes the unit to be affected multiple times (twice in my case) depending on how many grids it is taking up and what angle the Shockwave hit it from.
I tried setting the Radius down on the Search effect down to 0.2-0.5 and while this seemed to work it also felt like a poor solution (didn't necessarily want to cut down on the ability's effectiveness to hit a target). What eventually solved it for me was to cut the Periodic Duration in half from 0.075 to 0.0375. With the duration of the period cut down, even big units like the APC would only be affected by the ability one time as the Shockwave hit them and then continued on. This makes the ability also (travel) faster, but it still looks natural at this periodic duration speed and I'm happy with it.
Hope that helps :)
Hey bros, ressing this, anyone found a way to make it so the units don't auto-move back to their spot? I tried issuing a "stop" order to them on completion to no effect.
also tried removing the "leash" radius of the target unit, no effect.
@ProzaicMuse - I believe your finding regarding the force effect: "The Persistent will push/pull the unit(s) repeatedly over a short period of time to cause significant movement."
is partially misleading. Could be due to a change in the map editor since I'm very new to map making - but the force basically orders the units to travel away from the source location, and thus the units can only move as fast as their movespeed allows. Creating a shorter period duration and adding more periods will only help so much as they keep telling the units to move away, whereas applying a higher movespeed will force the units away faster.
At least that portion confused me until I tinkered around a bit. Thanks much for the well written tutorial btw - its application was almost spot on what I was trying to accomplish and so was a perfect starting point.