I am only using one persistent effect. My suggestion is to move the existing one, not add a second. Also, please don't appeal to people to like your post, let them do it themselves.
The offset of y -60 makes the offset happen at a distance of 60 in front of the origin of the persistent. Offsets work as followed. Back: Y, Front: -Y, Left: X, Right: -X, Up: Z, Down: -Z.
I can't look at the map but from what I understand of the conversation it is used to create a point to order the unit to move towards. I wouldn't advise this as if the ability is used too close to the edge of the map it can cause the offset to be shifted. It also depends how smart you want the movement of the drone to be, either always just moving one step forward or with a bound location in mind. Last thing, with a static point if the drone somehow reaches the point (don't know if you're giving it a timed life or anything) it will just stand there and do nothing.
Don't put the persistent there, it's not needed. Instead make the Effect: Effect - Spawn apply a Buff behaviour to the spawned unit which periodically orders it forward using a persistent effect.
For making the drone spawn behind the caster, set the offset to -y.
2 questions about the trigger since I'm not a Triggerer and I don't have access to the editor. First, couldn't you use one trigger which checks when a player's mineral changes? Second, if that isn't possible, can't you merge all 3 triggers into one by putting multiple events into a trigger, in this case, the Cargo ability for each worker?
Give each unit a Buff Behaviour that has a period of 60 seconds and uses a Modify Player effect in the Effect: Effect - Period field that adds minerals to the owning player.
Have the ability start with a Set effect targeting a point which contains a Create Unit effect targeting the caster point. An Issue Order effect would be in the spawn effect's Effect: Effect - Spawn field targeting the created unit. The order would be to Attack the target point of the set effect. The spawned unit would have a Buff behaviour similar to that of the bane long which would cause a Damage effect to trigger when the unit is destroyed.
Unfortunately, in that case, I cannot help you. I'm going away for 2 weeks and will not be able to access the editor for that time. I hope you can resolve your problem.
I'm not entirely certain but it sounds like something that can only happen by trigger. Can you elaborate more on what you want to happen? What is the affected target and what do you mean by owner? Does every unit get the stack or just one?
That does not work very well. The Broodlord uses a Magazine ability with the Broodlings being external. That only works if you want the attached units to be produced by the base unit.
Solved it. The effect in the Effect: Effect - Initial field only activates when the first buff of the stack is applied, that's why the set isn't activating when the buff count reaches four.
I solved this by creating a Switch effect where the Effect: Cases+ field effect is Force Conversion Stacks Initial (1) (Set) and the validator is Force Conversion Equal To 4 Stacks (Validator) (Both under Effect: Cases+, not the Effect: Validators+ field). Also set the Effect: Default field to Force Conversion Stack (1) (Apply Behavior). Place the Switch effect in the Handled field of Force Conversion (1) (behavior). Final thing, set the Force Conversion Equal To 4 Stacks (Validator)Value field to one less than before, so 3/2/1 for 4/3/2 hits.
Here it is. If you need anything explained feel free to ask. There's a slight visual problem when the Extractors are building, I'm not sure why it's there but I'll try to figure it out.
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@somen00b: Go
Just make it so the Create Unit effect applies a buff to the created unit that periodically orders it to move to the caster's location.
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This really does belong in the Map Suggestions section. I request that a moderator moves it.
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@FunkyUserName: Go
I am only using one persistent effect. My suggestion is to move the existing one, not add a second. Also, please don't appeal to people to like your post, let them do it themselves.
@EntityEnigma: Go
The offset of y -60 makes the offset happen at a distance of 60 in front of the origin of the persistent. Offsets work as followed. Back: Y, Front: -Y, Left: X, Right: -X, Up: Z, Down: -Z.
I can't look at the map but from what I understand of the conversation it is used to create a point to order the unit to move towards. I wouldn't advise this as if the ability is used too close to the edge of the map it can cause the offset to be shifted. It also depends how smart you want the movement of the drone to be, either always just moving one step forward or with a bound location in mind. Last thing, with a static point if the drone somehow reaches the point (don't know if you're giving it a timed life or anything) it will just stand there and do nothing.
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Don't put the persistent there, it's not needed. Instead make the Effect: Effect - Spawn apply a Buff behaviour to the spawned unit which periodically orders it forward using a persistent effect.
For making the drone spawn behind the caster, set the offset to -y.
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2 questions about the trigger since I'm not a Triggerer and I don't have access to the editor. First, couldn't you use one trigger which checks when a player's mineral changes? Second, if that isn't possible, can't you merge all 3 triggers into one by putting multiple events into a trigger, in this case, the Cargo ability for each worker?
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Give each unit a Buff Behaviour that has a period of 60 seconds and uses a Modify Player effect in the Effect: Effect - Period field that adds minerals to the owning player.
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Have the ability start with a Set effect targeting a point which contains a Create Unit effect targeting the caster point. An Issue Order effect would be in the spawn effect's Effect: Effect - Spawn field targeting the created unit. The order would be to Attack the target point of the set effect. The spawned unit would have a Buff behaviour similar to that of the bane long which would cause a Damage effect to trigger when the unit is destroyed.
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@Someguy3141: Go
Unfortunately, in that case, I cannot help you. I'm going away for 2 weeks and will not be able to access the editor for that time. I hope you can resolve your problem.
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I'm not entirely certain but it sounds like something that can only happen by trigger. Can you elaborate more on what you want to happen? What is the affected target and what do you mean by owner? Does every unit get the stack or just one?
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@joey101d: Go
That does not work very well. The Broodlord uses a Magazine ability with the Broodlings being external. That only works if you want the attached units to be produced by the base unit.
@Borington: Go
If you're just talking about one unit following another one you can use behaviours to make that happen.
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You're welcome. Feel free to PM me about any more questions regarding the Data Editor.
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Here's the map. I think you'll need to set up an actor if you want to verify the effects are working but they are for me.
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Sorry. I've been busy helping other people. I should hopefully have a response in 24 hours.
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Solved it. The effect in the Effect: Effect - Initial field only activates when the first buff of the stack is applied, that's why the set isn't activating when the buff count reaches four.
I solved this by creating a Switch effect where the Effect: Cases+ field effect is Force Conversion Stacks Initial (1) (Set) and the validator is Force Conversion Equal To 4 Stacks (Validator) (Both under Effect: Cases+, not the Effect: Validators+ field). Also set the Effect: Default field to Force Conversion Stack (1) (Apply Behavior). Place the Switch effect in the Handled field of Force Conversion (1) (behavior). Final thing, set the Force Conversion Equal To 4 Stacks (Validator) Value field to one less than before, so 3/2/1 for 4/3/2 hits.
I've got a test map if necessary.
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Here it is. If you need anything explained feel free to ask. There's a slight visual problem when the Extractors are building, I'm not sure why it's there but I'll try to figure it out.