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    posted a message on Get "Launch location" from set effect?

    @MaskedImposter: Go

    yeah that's what I was thinkin, but none of the effect locations seem to work. I ended up changing the ability around by giving the fireball a death effect rather than an impact effect, thus it registers the dying missile as the caster of the set, instead of the guy launching it.

    Posted in: Triggers
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    posted a message on Get "Launch location" from set effect?

    @FunkyUserName: Go

    that's what I'm using, it pulls the location of the caster instead of the location of the search

    Posted in: Triggers
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    posted a message on Get "Launch location" from set effect?

    So I have an ability that is data all the way through till it gets to the "knockback" portion, which is then handled by triggers.

    the example is a "fireball" spell, caster launches a fireball to target point, upon reaching the point it explodes and sends nearby enemies flying.

    My issue is that the knockback trigger seems to get the "caster point" as the location of the guy who initiated the spell, not the location the search effect launched from (the impact point of the launch missile effect)

    is there a way I can grab the location of the search effect that launched the set effect which trips the trigger?

    Posted in: Triggers
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    posted a message on (Solved) Facing while moving

    @Photoloss: Go

    Aight so this is from 2 seperate abilities, also @uro I'll try supressing turning that might be what I'm looking for

    So first ability (this one) i'm making for Tychus, but this isn't a effect-target ability it's an effect-instant. The goal is to cast the ability, apply a buff that does an angled search periodically, hit all units in that search, and have that search stretch from his facing. Once activated, a trigger turns on that makes tychus face the position of your cursor.

    In theory, it would allow you to move, cast, and do other things, while still firing that cone toward his current facing. Most of this ability works, my issue is just in the movement causing him to turn away from the mouse.

    The second ability is a turret for Swann, it's a redone version of his flaming betty, the goal is to make a line target instead of a single target that fires from the turret itself. I managed to make this all work, my only problem with this is that I can't seem to give it a cooldown, as when I create a persist it uses original facing and doesn't seem to update to current facing during the period, so if an enemy moves, the turret firing the weapon will follow that enemy, but the effect itself keeps firing toward that targets initial point.

    Edit: @uro thanks man the suppress turning flag is exactly what I was looking for, works great!

    Posted in: Data
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    posted a message on (Solved) Facing while moving

    @Photoloss: Go

    This would not work for the ability I seek as in my other topic, I can't seem to grab turret facing. If I could, yeah no problem that'd be great, but setting and retrieving a turret's facing is a very elusive issue

    Posted in: Data
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    posted a message on Line Persistent From Turret?

    @Photoloss: Go

    I am aware, I have previously removed the footprint as well. I created dummy actors to similiate the line search, and upon removing the footprint and giving it the turn able flag, the line would fire in random directions determined at the spawning of the turret (I dont use the set facing flag on the create effect so it randomizes facing) this facing wasn't changed when the turret fired the weapon.

    I fixed the problem by making the turret a small period rather than a persistent which will cause the line to reset upon every activation instead of holding the initial angle, but the solution is not ideal as it prevents there from being a proper weapon cooldown.

    The goal was to create a persist that fired 3 times a second applying the damage to all units in a line from the caster, with a 1s cooldown after each attack.

    I initially accomplished this, but if the target moves during the 3 times, the line does not update to the new target position, but the turret does, causing a strange "I'm targetting you but you're not taking damage" effect

    Posted in: Data
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    posted a message on Line Persistent From Turret?

    Hey I want to change the turret's attack so that it creates a line persist that collides with the first unit along the search, I have done this many times before in the context of abilities but when I try to do it in the confines of the weapon, it gathers the facing of the unit itself for the period offsets, instead of that of the turret.

    Is there a way to switch the facing it receives for offsets from the turret of the weapon? or should I just trigger it?

    I changed it from a building to a turnable unit, but to no avail, the effect still gathers the facing of the unit itself instead of the turret that actually launches the attack.

    EDIT: nevermind, my issue was that my endpoint was set from the cast point instead of the target point, so it tried to grab the facing angle instead of the angle between points

    However, the period is for a flamethrower, so it applies the effect multiple times down it's line, but if the target moves, even though the turret faces the target, the effect still applies toward it's previous position

    Posted in: Data
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    posted a message on (Solved) Facing while moving

    @Photoloss: Go

    The setup is irrelevant to the question, using triggers as well the unit insists on turning back to face the target movement location

    I use neither turrets nor site ops, as his facing needs to be dynamic while using the ability

    like Tychus' Q in HotS.

    Posted in: Data
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    posted a message on (Solved) Facing while moving

    @Photoloss: Go

    The problem with that is the facing wouldn't be dynamic, the ability in question would still grab the units facing not the facing of the actor, because the actor is an attachment. And I can't seem to remove the messages that tell it to reset while moving, as far as I know there isn't an option for that.

    Posted in: Data
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    posted a message on (Solved) Facing while moving

    Hey I have an ability that can be cast while moving and launches projectiles toward the target angle, however, the unit keeps changing his facing toward the movement point instead of the target point over time. He'll face the target point for about half the movement cycle, then turn toward the target point as he continues.

    Is there a way to disable the facing adjustment while moving for the duration of the ability?

    Posted in: Data
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    posted a message on Toggle Shields? Block ability?

    @Photoloss: Go

    Yeah I thought about using this but I plan to use energy in other ways later on, I ended up rigging a fast trigger that gives it regen via custom values,its working fine now

    Posted in: Data
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    posted a message on Toggle Shields? Block ability?

    Hey guys, I was wondering if there's a simple way to toggle a shields "damage absorbed" effect on and off.

    Basically I want a unit to have shield points, that only work while channelling a "block" ability, and only regenerate while not blocking. However, while not blocking, damage should be dealt directly to the units life instead of it's remaining shield points.

    I originally thought a channelled modify unit to give a no-shield unit a shield, but by casting interrupting and casting you can easily refresh your shields.

    I had thought I could make a behaviour that modifies where the damage goes but I cant seem to find the option

    I suppose I can make this happen via triggers, just remember whatever shield amount it was at when casted, I'll do that temporarily

    Posted in: Data
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    posted a message on Validator : Target Being Attacked

    @QuantumMenace: Go

    thanks! and for preference, I just make it a switch validator, if there are no units nearby matching the primary valid, switch to secondary valid

    Posted in: Data
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    posted a message on Changing attack behavior?

    @joey101d: Go

    I was thinking that, but then it would disable them from attacking the other types as well, I still want them to hit other targets if nothing matches it's current target type.

    So I was thinking giving each behavior a periodic trigger that searches for the best unit matching the conditions and order this unit to attack it, but that will fire like, every 1s per behavior per unit and is almost garunteed to lag the game, not to mention it would be hard to modify those search areas for passive, defensive, aggressive traits

    I guess I mostly want things that can change attack priority per unit. I could give each class a different priority and have each behavior change what priority that unit looks for, but I'm not even sure if that's possible

    Posted in: Miscellaneous Development
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    posted a message on Validator : Target Being Attacked

    I want to make a channelled heal that prefers targets who are currently being attacked, thoughts?

    Posted in: Data
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