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.
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.
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.
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.
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.
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!
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.
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)
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.
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.
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
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.
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@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.
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@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.
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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/
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@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.
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@cstorm15: Go
Most definitely.
0
http://forums.sc2mapster.com/resources/tutorials/12722-data-trigger-free-leap/
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@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.
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@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.
0
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.
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@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!
0
@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.
0
@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)
0
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.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)
Leap Clone:
The clone is a basic missile, using the leaping unit's model.
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
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:
Add the ability and button to your zealot's command card, and voila. Leaping zealot with no triggers.
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@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.
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@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.