Well easier then expected....no dummy unit needed. periodic buff and that to keep the effect-tree, but thats all.
I attached my example.
I made the abilites in 10 minutes and it didnt work. then spend 50 minutes to find out there is target called Origin Point XD.
I'm not at home, so I cant check. meaning everthing I say could be totally wrong XD.
Let's call the unit you want to teleport A and a dummy unit(no actor, no radius, etc.) B.
The concept is to create B at the location of A, then teleport A. teleporting back is just a matter of finding B, teleporting A to location of B and then destroying B.
The main problem is finding B, espacially if you have more then one unit A.
"Linking" two units together is kinda hard I can explain my idea, but it is complicated and I'm not sure if it works.
For your teleporting ability it would look like this:
you have two buffs: Buff 1 = B_Teleport ; Buff 2 = B_Teleport_Back_Dummy
B_Teleport has Effect - Initial: Create B
B_Teleport Effect - Periodic: Set of Teleport Back, remove behaviours, destroy B
The Set has a validator checking if unit A has the Buff "B_Teleport_Back_Dummy".
The Effect "Teleport Back" has Target: (Create B):Target
So now your abilities would work like this:
Teleport is a Set of Apply B_Teleport and Teleport to Target.
Your recall ability is simply applying B_Teleport_Back_Dummy.
The idea is that the periodic buff allows you to keep the effect tree, thats why you can use (Create B):Target as the target of your recall.
As I mentioned before: I cant check, I havent tried, this is just an idea.
you apply a buff with a periodic effect, right?!
that periodic effect is a persistent effect with only one period BUT we need the offset so Target location: caster unit periodic offset. I think (0,-1,0) should do it Periodic Effect is the force effect.
the force effect has: Effect: Amount: -1 (maybe positive, you have to test) Effect: Unit: Persistent effect: Caster Target: Location: (None): Target Point
I'm to lazy to test, so maybe something has to be change. in the end "trial and error" is your friend ^^
Weapons now have two fields (Basic)(None): Critical Chance (Basic)(None): Critical Effect
I'm not sure if an apply buff effect (with a damage multiplier) would be executed before the actual damage effect. if you test it could you post your results on this thread. maybe even edit the wiki.
Check your teleport item thread, there I describe my settings of a Target item. Maybe forgot to set a range or something else. should post your settings so we know what you did
I just created on telepoert item....took me 20 minutes.
Create a Effect of type Teleport. Set: Effect: Teleport Falgs +: (I unchecked all. set it the way you need) Effect: Unit +: (None):Caster Target: Target +: (None):Target Point (in your case target unit)
If you want to specify a unit you will have to set Effect: Validators as DrSuperEvil said.
Create a Item of type Target. Set: Basic: Class: Misc (set it so you can pick it up with your hero/unit) Basic: Effect: Teleport (see above) Basic: Flags: Transient Basic: Range: 15 (depends on how far you want to teleport for all around the map set to 500) Basic: Face: TeleButton (created one for that, so you have to do it too)
So now i have a item that can teleport my unit. clicking on the item, the cursor changes and then clicking on the location....simple as that.
I cant give you step by step but a little hint
First creating and using an item....well there are enough post about that and there is this
(PS: this is awesome....i started to build my heros like this and the inventory)
for the teleport part:
there is an Effect-type called Teleport which you can use.
The item would be of type Target.
Basicly thats all. setting the fields of them depends on how you use them.
the persistent effect that does the double strike gets the remove behaviour.
in the example of the interceptor it would look like this Effect - Initial: first hit Effect - Period Effects+: second hit Effect - Period Count: 1 Effect - Final: Remove behaviour
Make sure the target of the Remove behaviour is set to caster
This is just an idea so dont expect much.
what about this: your persistent effect has an initial that creates another persistent effect that just runs doing nothing but is created at caster location. the period duration (first pers-effect) should allow the unit to move a bit facing in the direction you want it to go. so now you can use the second persistent effect as reference point for your force. maybe you need negative force I dont know.
For an example just look at the interceptor. its weapon has an persistent-effect that uses Effect - Initial: first hit Effect - Period Effects+: second hit
here the Effect - Period Count is set to 1 because it does only one hit after the first. also the duration is set to 0 so they happen simultaneously. i dont think you need to use initial and do both attacks by setting the count to 2. probably they (starcraft-developer) had their reasons.
Edit:
creating an ability out of this is simply an Effect-Instant applying a behaviour that switches from one to the other weapon and using the Effect - Final field of the persistent effect to remove that behaviour
Hi,
I got a little problem veterancy. I have two vet-behaviours, one for the carrier and one for the interceptors. so now if the interceptor kills a enemy unit I want the carrier to get the exp.
I set the share-fraction of the interceptors to 1. suddenly my carrier gets more exp than the enemy should give. basicly it gets the units exp value times the number of interceptors.
any explanation and/or fix ?
[closed] found the error myself. combination of behaviour-flags and share-filter
0
Can you futher explain what you want to do? Or what do you mean with auto cast behaviour?
0
Well easier then expected....no dummy unit needed. periodic buff and that to keep the effect-tree, but thats all.
I attached my example.
I made the abilites in 10 minutes and it didnt work. then spend 50 minutes to find out there is target called Origin Point XD.
0
@Mugen245: Go
Effects of type Damage have a Flag called Kill. That instantly kills the unit targeted by that effect.
Wiki-link
0
@Mugen245: Go
I'm not at home, so I cant check. meaning everthing I say could be totally wrong XD.
Let's call the unit you want to teleport A and a dummy unit(no actor, no radius, etc.) B.
The concept is to create B at the location of A, then teleport A. teleporting back is just a matter of finding B, teleporting A to location of B and then destroying B.
The main problem is finding B, espacially if you have more then one unit A.
"Linking" two units together is kinda hard I can explain my idea, but it is complicated and I'm not sure if it works.
For your teleporting ability it would look like this:
you have two buffs: Buff 1 = B_Teleport ; Buff 2 = B_Teleport_Back_Dummy
B_Teleport has Effect - Initial: Create B
B_Teleport Effect - Periodic: Set of Teleport Back, remove behaviours, destroy B
The Set has a validator checking if unit A has the Buff "B_Teleport_Back_Dummy".
The Effect "Teleport Back" has Target: (Create B):Target
So now your abilities would work like this:
Teleport is a Set of Apply B_Teleport and Teleport to Target.
Your recall ability is simply applying B_Teleport_Back_Dummy.
The idea is that the periodic buff allows you to keep the effect tree, thats why you can use (Create B):Target as the target of your recall.
As I mentioned before: I cant check, I havent tried, this is just an idea.
0
you apply a buff with a periodic effect, right?!
that periodic effect is a persistent effect with only one period BUT we need the offset so
Target location: caster unit
periodic offset. I think (0,-1,0) should do it
Periodic Effect is the force effect.
the force effect has:
Effect: Amount: -1 (maybe positive, you have to test)
Effect: Unit: Persistent effect: Caster
Target: Location: (None): Target Point
I'm to lazy to test, so maybe something has to be change. in the end "trial and error" is your friend ^^
0
@abvdzh: Go
I'm not familiar with the critical strike stuff. what I wanted to know is the execution order of critical strikes. is it:
if its the first one you could make something like this:
apply buff (10% more damage) - - - > normal damage effect and remove behaviour (using a set)
PS: what do you mean with "all sources"
0
@kebali: Go
Weapons now have two fields
(Basic)(None): Critical Chance
(Basic)(None): Critical Effect
I'm not sure if an apply buff effect (with a damage multiplier) would be executed before the actual damage effect. if you test it could you post your results on this thread. maybe even edit the wiki.
0
Check your teleport item thread, there I describe my settings of a Target item. Maybe forgot to set a range or something else. should post your settings so we know what you did
0
I just created on telepoert item....took me 20 minutes.
Create a Effect of type Teleport. Set:
Effect: Teleport Falgs +: (I unchecked all. set it the way you need)
Effect: Unit +: (None):Caster
Target: Target +: (None):Target Point (in your case target unit)
If you want to specify a unit you will have to set Effect: Validators as DrSuperEvil said.
Create a Item of type Target. Set:
Basic: Class: Misc (set it so you can pick it up with your hero/unit)
Basic: Effect: Teleport (see above)
Basic: Flags: Transient
Basic: Range: 15 (depends on how far you want to teleport for all around the map set to 500)
Basic: Face: TeleButton (created one for that, so you have to do it too)
So now i have a item that can teleport my unit. clicking on the item, the cursor changes and then clicking on the location....simple as that.
0
I cant give you step by step but a little hint
First creating and using an item....well there are enough post about that and there is this
(PS: this is awesome....i started to build my heros like this and the inventory)
for the teleport part:
there is an Effect-type called Teleport which you can use.
The item would be of type Target.
Basicly thats all. setting the fields of them depends on how you use them.
0
@Divineblonde: Go
that sounds like an attribute system not a skill system. like for example this
alderis - diablo attribute system
drSuperEvils - choosable attribute system
never used one of them but they look amazing
0
@Mugen245: Go
the persistent effect that does the double strike gets the remove behaviour.
in the example of the interceptor it would look like this
Effect - Initial: first hit
Effect - Period Effects+: second hit
Effect - Period Count: 1
Effect - Final: Remove behaviour
Make sure the target of the Remove behaviour is set to caster
0
@GryphonMane: Go
This is just an idea so dont expect much.
what about this: your persistent effect has an initial that creates another persistent effect that just runs doing nothing but is created at caster location. the period duration (first pers-effect) should allow the unit to move a bit facing in the direction you want it to go. so now you can use the second persistent effect as reference point for your force. maybe you need negative force I dont know.
0
@Mugen245: Go
For an example just look at the interceptor. its weapon has an persistent-effect that uses
Effect - Initial: first hit
Effect - Period Effects+: second hit
here the Effect - Period Count is set to 1 because it does only one hit after the first. also the duration is set to 0 so they happen simultaneously. i dont think you need to use initial and do both attacks by setting the count to 2. probably they (starcraft-developer) had their reasons.
Edit:
creating an ability out of this is simply an Effect-Instant applying a behaviour that switches from one to the other weapon and using the Effect - Final field of the persistent effect to remove that behaviour
0
Hi,
I got a little problem veterancy. I have two vet-behaviours, one for the carrier and one for the interceptors. so now if the interceptor kills a enemy unit I want the carrier to get the exp.
I set the share-fraction of the interceptors to 1. suddenly my carrier gets more exp than the enemy should give. basicly it gets the units exp value times the number of interceptors.
any explanation and/or fix ?
[closed] found the error myself. combination of behaviour-flags and share-filter