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    posted a message on Quicker knockback

    @dudeim: Go

    You likely need to give the knocked back unit a speed bonus for the duration of the knock back. The speed of the knockback is limited by the unit's movement speed.

    Posted in: Data
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    posted a message on [Data] Panic and Berserk Unit States (Beginner Difficulty)

    @ProzaicMuze: Go

    The only difference I really see is a finer control over the direction of the movement with the random offsets method (say, moving only to the left). Keeping the delay on the Wander behavior at 0 makes the wander continuous, even on short distances, and to keep the unit within the set range, you can always turn on the leash flag. I've attached a copy of your demo map with the panic behavior replaced.

    Sidenotes: the last patch seems to have broken both our panic techniques when disable abilities is enabled on the panic behavior. I swapped it out for uncommandable. I also added a stop order to the initial effect of the behavior, since the wander doesn't kick in until the command queue is cleared.

    Posted in: Tutorials
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    posted a message on Fire Nova - Effect?

    Take a look at the Ground Pound ability in ProzaicMuze's Force Effects tutorial. It's got an expanding AoE effect.

    http://forums.sc2mapster.com/resources/tutorials/9021-data-force-effects-intermediate-difficulty/

    Posted in: Data
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    posted a message on [Solved]Ability that allows a unit to stun another unit with it's attack/weapon

    @RurutheWiz: Go

    If you take a look at the way the marauder's conc is set up, you'll see that the slow effect is on the weapon by default. It's got a validator to check whether or not conc grenades have been researched, to make sure the effect doesn't trigger if they're not. You can do a similar thing with your stun effect, and a validator to make sure your stunning attack buff is on the unit.

    Posted in: Data
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    posted a message on Leap Ability?

    @cstorm15: Go

    Most definitely.

    Posted in: Data
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    posted a message on "Pet" Type unit

    @Zurom: Go

    Only thing I can really think of that would cause that is if the push priority of the pet unit is equal or higher to the push priority of the marine, and causing it to move out of the way. You can make sure the pet has a lower push priority, and also set its default distance from the marine higher than 0 (it's in the Info+ of the hangar ability). If it's not that, I'm not sure - I haven't been able to replicate the problem.

    Posted in: Data
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    posted a message on damage not being applied from tower

    @Brathnann: Go

    Try checking the link under the Target - Marker+ field in the damage effect. I think funky stuff happens when that doesn't match the effect ID.

    Posted in: Data
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    posted a message on "Pet" Type unit

    You can always give the marine a hangar ability with a pre-built zergling as its magazine unit. It will leash to the marine anytime it's not attacking, and act like a carrier's interceptor, attacking whatever the marine attacks. It will also attack any hostiles nearby. If you want to switch targets before the current target is dead, you need to order a stop with the master unit, and then order the attack on the new unit.

    Posted in: Data
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    posted a message on [Data] Trigger-free Leap

    @vjeux: Go

    Wow, don't know how I missed that. I probably just searched for "leap" and not "jump."

    @urashimakt: Go

    Those are both kind of strange. It's quite possible that I missed out some values for the mover - I wrote this up after the fact, not during the process. I'll try the collision suppression again. I may have only been applying it to the leap unit. Glad you found it useful/interesting, and thanks for the input!

    Posted in: Tutorials
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    posted a message on [Data] Trigger-free Leap

    @urashimakt: Go

    I tested this, and the teleport effect seems to ignore the collision suppression flag in the behavior and still looks for a clear landing spot. I did however manage to work around it by adding obscene speed bonuses to the behavior, and issuing a move order to the leaper. It's hacky, but it works in most cases, except for the occasional teleport quirk near cliffs, putting the leaper on a different cliff level from the target. I kept the teleport a part of the ability to maintain the ability to jump on/off cliffs, but if cliffs aren't an issue, it could easily be replaced completely with the move order.

    Posted in: Tutorials
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    posted a message on [Data] Trigger-free Leap

    @SouLCarveRR: Go

    No, but there may be a way to transfer damage from the dummy unit to the caster unit with a behavior. This is a pretty bare-bones example, just for the basics of doing a data-based leap. (I think there are still some issues to work out with a unit already under attack using the ability)

    Posted in: Tutorials
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    posted a message on [Data] Trigger-free Leap

    There area few trigger-based leap abilities around, but I hate doing the math, so I fiddled around and came up with this data-only solution. One caveat: if the landing zone isn't completely clear, the leaping unit will be teleported to the nearest clear spot - I haven't taken the time to figure out a way around this yet. Updated: Thanks to urashimakt and RileyStarcraft for ideas towards greatly improving this quirk. Landings around buildings are still funky, but other units crowding the landing zone shouldn't cause a problem.

    Embed Removed: https://www.youtube.com/v/ScvY03FT_v4?fs=1

    The basic idea is that a missile is fired from the casting unit that looks like the unit itself. The casting unit's actor is hidden for the duration of the missile's flight, and then teleported and revealed at the impact point of the missile. I'm just going to stick with the necessary bits, assuming you know how to do things like set up damage and other effects of the leap.

    Let's add leap to the zealot using a basic AoE knockback as the impact effect.

    Knockback:

    Not much to say, pretty standard stuff. (I also tacked a validator on there so that it doesn't make buildings jump - not important for the leap effect itself though)

    • Effect: Knocked Back (Apply Force) with type: Apply Force
      • Amount: 0.5
    • Behavior: Knocked Back with type: Buff
      • Modification+:
        • Unit:
          • Height: 2
          • Height Time: Start: 0.45, Stop: 0.45
      • Effect - Periodic: Knocked Back (Apply Force)
      • Duration: 0.9
      • Period: 0.01
    • Effect: Knocked Back (Apply Behavior) with type: Apply Behavior
      • Behavior: Knocked Back
    • Effect: Leap Impact (Search) with type: Search Area
      • Areas+::
        • Effect: Knocked Back (Apply Behavior)
        • Radius: 2
      • Exclude+: Caster

    Leap Clone:

    The clone is a basic missile, using the leaping unit's model.

    • Mover: Zealot Leap Clone with type: Missile
      • Height Map: Air
      • Motion Phases+:
        • Driver: Parabola
        • Maximum Speed: 30
        • Minimum Speed: 2
        • Parabola Acceleration: Apex: 0, Ascent: -30, Descent: 50, Land: 0, Launch: 1000
        • Parabola Clearance: Base: 5, Range: -1
        • Parabola Distance: After Apex: 0.1, Before Apex: 0.1, Land: 0.1, Launch: 0.1
        • Parabola Upright: Enabled
      • Pathing Mode: Flying
      • Placement: Prevent Fogged
    • Unit: Zealot Leap Clone with type: Projectile
      • Mover: Zealot Leap Clone (should already be set)
    • Actor: Zealot Leap Clone with type: Missile
      • Unit Name: Zealot Leap Clone
      • Model: Zealot

    Leap Ability:

    The ability itself is a simple projectile launch with a teleport at impact, with some collision suppression to avoid problems with crowding at the landing zone

    • Behavior: Collisions Suppressed with type: Buff
      • Modification+:
        • Behavior:
          • State Flags: Suppress Collision enabled
      • Duration: 0.1
    • Effect: Leap (Disable Collisions) with type: Apply Behavior
      • Behavior: Collisions Suppressed
    • Effect: Leap (Landing Search) with type: Search Area
      • Areas+::
        • Effect: Leap (Disable Collisions)
        • Radius: 1
    • Effect: Leap (Teleport Caster) with type: Teleport
      • Clear Order Queue: Disabled
      • Target+: Target Point
      • Unit+: Caster
    • Effect: Leap (Launch Clone) with type: Launch Missile
      • Impact Effect: Leap Impact (Search)
      • Impact Location: Target Point
      • Ammo Unit: Zealot Leap Clone
    • Effect: Leap (Set) with type: Set
      • Effects: Leap (Landing Search), Leap (Launch Clone), Leap (Teleport Caster) - order is important
      • Target Location Type: Point
    • Button: Leap
      • Icon: Assets\Textures\btn-ability-terran-jetpack-color.dds (or whatever)
    • Ability: Zealot - Leap with type: Effect - Target
      • Effect: Leap (Set)
      • Range: 9
    • Actor: Zealot Leap with type: Action
      • Launch Effect: Leap (Set)
      • Impact Effect: Leap Impact(Search)
      • Missile: Zealot Leap Clone

    That last actor isn't really important to the tutorial, but is there if you want to add your own jumping and landing effects

    All that's left is to make the real zealot disappear after launching the clone. Go to the existing Zealot Actor, and add two events:

    • Event:
      • Msg Type: Ability
      • Source Name: Zealot - Leap
      • Sub Name: Source Start Cast
    • Action:
      • Msg Type: Set Visibility
      • Visible: Not enabled

    • Event:
      • MsgType: Effect
      • Source Name: Leap Impact (Search)
      • Sub Name: Stop
    • Action:
      • Msg Type: Set Visibility
      • Visible: Enabled

    Add the ability and button to your zealot's command card, and voila. Leaping zealot with no triggers.

    Posted in: Tutorials
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    posted a message on Buff - That causes attacks to infest - leading to units spawned on kills.

    @Fullachain: Go

    On the Create Unit effect for the broodlings, Unit - Spawn Owner+ is probably set to Player Origin. Changing that to Caster should do it.

    Posted in: Data
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    posted a message on Buff - That causes attacks to infest - leading to units spawned on kills.

    @b0ne123: Go

    Don't know why I didn't think of that, which is much cleaner than my solution. Still though, to be able to put the buff on an arbitrary unit, without adding the infestation effect to every unit, I think triggers are the way to go.

    Posted in: Data
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