I don't see where in a buff behavior you can add an effect to attacks in general. The only combat-related effects fields I can find are damage- and death- response effects. Where is this?
two versions of the weapon of the unit you want to be able to buff with this ability, one with the infesting effect, one without. The unit would be initially equipped with the non-infesting weapon. The "infesting weapon" buff would disable the original weapon (under the Modification+ -> Weapon tab) and add the infesting weapon to the unit instead. The infesting weapon would apply a buff to the target with a Death Response effect (under Modification+ -> Combat), which would spawn the broodlings.
For the scaling, there are fields on the Model for your Actor for Scale Minimum and Scale Maximum. If they're different, the model scale is randomized every time it's created.
If you mean something similar to one of these, then it's totally doable:
Check out ProzaicMuze's force effects tutorial - the shockwave ability specifically, to get on the right track with persistents, coupled with periodic offsets.
My only other idea is to check any validators you may have on the effects. It's hard to say more without seeing the map. Here's a bare-bones working sample, if you want to compare.
From your description, it looks like everything else is set up right. It sounds like the Search - Maximum Count field on your area search might be set to 1 though. For unlimited targets, it should be -1.
And just to make sure, this is how I understand it:
If you linked the area search as the impact effect in the attack actor, it's just telling the actor to look for that effect to trigger in order to perform its animations/site ops/etc. The actor itself doesn't trigger the effect. You need to link the area search as the Impact Effect in the Launch Missile effect that fires the missile.
Changing the Target - Impact Location on your search effect to Source Unit should fix the arc to be centered on the unit's facing (otherwise, it's just centered straight down, afaik). It should be a full 45, as well, 22.5 on either side of the facing.
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@SouLCarveRR: Go
I don't see where in a buff behavior you can add an effect to attacks in general. The only combat-related effects fields I can find are damage- and death- response effects. Where is this?
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@Fullachain: Go
In that case, I'd probably go to a trigger. Unit Starts Attacking, with a Unit Has Behavior condition.
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@Fullachain: Go
My approach:
two versions of the weapon of the unit you want to be able to buff with this ability, one with the infesting effect, one without. The unit would be initially equipped with the non-infesting weapon. The "infesting weapon" buff would disable the original weapon (under the Modification+ -> Weapon tab) and add the infesting weapon to the unit instead. The infesting weapon would apply a buff to the target with a Death Response effect (under Modification+ -> Combat), which would spawn the broodlings.
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For the scaling, there are fields on the Model for your Actor for Scale Minimum and Scale Maximum. If they're different, the model scale is randomized every time it's created.
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@Anteep: Go
If you mean something similar to one of these, then it's totally doable:
Check out ProzaicMuze's force effects tutorial - the shockwave ability specifically, to get on the right track with persistents, coupled with periodic offsets.
http://forums.sc2mapster.com/resources/tutorials/9021-data-force-effects-intermediate-difficulty/
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@Nahotnoj: Go
My only other idea is to check any validators you may have on the effects. It's hard to say more without seeing the map. Here's a bare-bones working sample, if you want to compare.
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@Nahotnoj: Go
From your description, it looks like everything else is set up right. It sounds like the Search - Maximum Count field on your area search might be set to 1 though. For unlimited targets, it should be -1.
And just to make sure, this is how I understand it:
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@Nahotnoj: Go
If you linked the area search as the impact effect in the attack actor, it's just telling the actor to look for that effect to trigger in order to perform its animations/site ops/etc. The actor itself doesn't trigger the effect. You need to link the area search as the Impact Effect in the Launch Missile effect that fires the missile.
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@Demalii: Go
On the behavior for the buff, under Stats - Flags, check Hidden
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@wingednosering: Go
Changing the Target - Impact Location on your search effect to Source Unit should fix the arc to be centered on the unit's facing (otherwise, it's just centered straight down, afaik). It should be a full 45, as well, 22.5 on either side of the facing.
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I think I've found a cleaner way to implement the Panic behavior using the Wander behavior type that eliminates the need for random offsets:
P.S. I love your guides, and have learned a lot from them. Thanks for all your hard work!
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Try putting the effect you want in a search on the opposing behavior, with a Unit Compare Behavior Count validator on the effect