So, you should make a Set effect that contains the 2 launch missile + damage effects. Then put that Set as the periodic effect on the Create Persistent effect. That should do what you want it to do.
I solved that problem by making a period area search that has two areas. The first applies a short-duration buff in radius 8 and the second removes the original buff in radius 10, but only if the target doesn't have the short-duration buff. Not the greatest solution, but it does work.
Well, I managed to get the tentacles to attach to the initial targets, follow them around, and then disappear when the ability stops channeling. I can even destroy a tentacle when a target moves out of range, but it always removes the last created tentacle, rather than the one affecting the unit that moved out of range. I also can't get any of the tentacles to disappear when the target dies.
There's a lot of stuff in the Actor Events field that I don't understand. I think I'm starting to get the hang of stuff like References and scope, but I still can't make this work.
Based on what I've got so far, it must be possible, we just need to figure out the proper events.
Actually, my problem is that I am creating an actor on missile launch (it's a tentacle) with the term 'At Caster'. Then, when a specific buff is removed from the target, I want to destroy the actor, but since it is created on the caster, I can't figure out how to reference this specific instance of the actor.
You can leave the ability type as instant effect no target, the main change is having the effect be the Create Persistent effect rather than the area search as that is what allows it to be channeled.
I'm sure there are other ways to achieve the effect that you want. I'm just not sure if adding a behavior to your caster unit that calls a periodic effect will count as channeling, but if it does, then that could also work. You would actually apply a behavior that causes an initial effect of an area search that applies a buff (duration 10 seconds or however long the ability is supposed to last) to the targets, then does a periodic effect that does the health drain in an area search, but only affects targets with the buff. This would prevent it from acquiring new targets, but would also let it re-acquire initial targets that move back into range.
I've been playing with the Neural Parasite Tentacle attack actor and I managed to make it spawn one tentacle for each target, but for some reason it is not "sticking" to the target, so if they move the tentacle just floats in the air. Also, I'm having trouble figuring out how to destroy the tentacle when the target dies or moves out of range (since the actor is actually created on the caster unit, you can't simply check for a behavior to turn off).
An interesting ability, but you can't cancel an instant effect. Even though you can adjust the Cast Time and Finish Time, etc to prevent your unit from moving around while channeling, the effect has already happened. This is why your unit doesn't appear to be channeling. Also, you have to put the cancel button in it's own slot as the other command buttons don't disappear.
A better way to do this would be to make the ability start up a Create Persistent effect (with the Channeled flag set) that calls the area search effect every .5 seconds (with a period count of 20). The area search should call the damage/health set effect. Doing it this way will make it so that if you cancel the ability, it will stop producing the effect. Also, if the unit moves out of range or dies, it stops being targeted by the area search.
You'll need to make a beam actor for the tentacle to make it stick around, which will actually be the most complicated part as you'll want to make it appear when the unit first gets affected by the ability, and disappear only when the unit is no longer affected by the ability.
That's almost like the Warcraft 3 Witch Doctor's ability to make all units in a radius invulnerable for a short time (the witch doctor is not invulnerable, so all enemies target him). That's basically what you are doing here, except that the units being affected are still considered viable targets. Could you just make the affected units invulnerable? Can that be done through a behavior?
Does your weapon simply use a Lanch Missile effect? If so, you might need to change it into a Create Persistent effect that launches the missiles. This is how the standard missile weapons work (like battlecruiser, marauder, etc) and they do not have the problem you are having. Look at the Battlecruiser weapons/effects for reference.
So, can someone explain the steps to make a revive button using the Revive ability type? I'm not able to get it to work. I don't care if it saves the hero's state properly right now, I just want a working button.
Go to the Flags field on the turret weapons and uncheck "Can Initiate Attack". That should make it so that when you order the unit to attack, it will move to attack with it's frontal weapons, while the turret weapons will continue to fire on their own.
Ok, so I just tried a few things and I cannot figure out how to reference the attacker in a validator for a buff. However, I noticed in the Damage Response+ field for the Hardened Shield behavior there is an Exclude Ability array. Simple add the damage effect for your Immortal Killer's weapon here and it will no longer trigger the Hardened Shield!
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So, you should make a Set effect that contains the 2 launch missile + damage effects. Then put that Set as the periodic effect on the Create Persistent effect. That should do what you want it to do.
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I solved that problem by making a period area search that has two areas. The first applies a short-duration buff in radius 8 and the second removes the original buff in radius 10, but only if the target doesn't have the short-duration buff. Not the greatest solution, but it does work.
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Well, I managed to get the tentacles to attach to the initial targets, follow them around, and then disappear when the ability stops channeling. I can even destroy a tentacle when a target moves out of range, but it always removes the last created tentacle, rather than the one affecting the unit that moved out of range. I also can't get any of the tentacles to disappear when the target dies.
There's a lot of stuff in the Actor Events field that I don't understand. I think I'm starting to get the hang of stuff like References and scope, but I still can't make this work.
Based on what I've got so far, it must be possible, we just need to figure out the proper events.
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Actually, my problem is that I am creating an actor on missile launch (it's a tentacle) with the term 'At Caster'. Then, when a specific buff is removed from the target, I want to destroy the actor, but since it is created on the caster, I can't figure out how to reference this specific instance of the actor.
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You can leave the ability type as instant effect no target, the main change is having the effect be the Create Persistent effect rather than the area search as that is what allows it to be channeled.
I'm sure there are other ways to achieve the effect that you want. I'm just not sure if adding a behavior to your caster unit that calls a periodic effect will count as channeling, but if it does, then that could also work. You would actually apply a behavior that causes an initial effect of an area search that applies a buff (duration 10 seconds or however long the ability is supposed to last) to the targets, then does a periodic effect that does the health drain in an area search, but only affects targets with the buff. This would prevent it from acquiring new targets, but would also let it re-acquire initial targets that move back into range.
I've been playing with the Neural Parasite Tentacle attack actor and I managed to make it spawn one tentacle for each target, but for some reason it is not "sticking" to the target, so if they move the tentacle just floats in the air. Also, I'm having trouble figuring out how to destroy the tentacle when the target dies or moves out of range (since the actor is actually created on the caster unit, you can't simply check for a behavior to turn off).
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Which event did you use? I have a similar problem, but none of the combinations of Behavior or Behavior Level events has worked for me.
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An interesting ability, but you can't cancel an instant effect. Even though you can adjust the Cast Time and Finish Time, etc to prevent your unit from moving around while channeling, the effect has already happened. This is why your unit doesn't appear to be channeling. Also, you have to put the cancel button in it's own slot as the other command buttons don't disappear.
A better way to do this would be to make the ability start up a Create Persistent effect (with the Channeled flag set) that calls the area search effect every .5 seconds (with a period count of 20). The area search should call the damage/health set effect. Doing it this way will make it so that if you cancel the ability, it will stop producing the effect. Also, if the unit moves out of range or dies, it stops being targeted by the area search.
You'll need to make a beam actor for the tentacle to make it stick around, which will actually be the most complicated part as you'll want to make it appear when the unit first gets affected by the ability, and disappear only when the unit is no longer affected by the ability.
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That's almost like the Warcraft 3 Witch Doctor's ability to make all units in a radius invulnerable for a short time (the witch doctor is not invulnerable, so all enemies target him). That's basically what you are doing here, except that the units being affected are still considered viable targets. Could you just make the affected units invulnerable? Can that be done through a behavior?
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The Learn ability has a field related to Showing Ability Level I believe.
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Does your weapon simply use a Lanch Missile effect? If so, you might need to change it into a Create Persistent effect that launches the missiles. This is how the standard missile weapons work (like battlecruiser, marauder, etc) and they do not have the problem you are having. Look at the Battlecruiser weapons/effects for reference.
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So, can someone explain the steps to make a revive button using the Revive ability type? I'm not able to get it to work. I don't care if it saves the hero's state properly right now, I just want a working button.
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Go to the Flags field on the turret weapons and uncheck "Can Initiate Attack". That should make it so that when you order the unit to attack, it will move to attack with it's frontal weapons, while the turret weapons will continue to fire on their own.
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I see. That's handy to know that the Target Filters for a behavior checks against attacking enemies.
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Yeah, that seems like a huge oversight on Blizzard's part by not allowing passive abilities to be learned.
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Ok, so I just tried a few things and I cannot figure out how to reference the attacker in a validator for a buff. However, I noticed in the Damage Response+ field for the Hardened Shield behavior there is an Exclude Ability array. Simple add the damage effect for your Immortal Killer's weapon here and it will no longer trigger the Hardened Shield!