So no matter where the caster unit moves, the units are always teleported to the point at which the caster initially casted the ability?
The easiest way would probably be to create a persistent that's located at the caster point but applies the search at target point so you have a concrete way to refer to both caster and target points.
Did you try fiddling with the effect fields for the location of all your effects?
After 3.0 I can no longer sell items in a shop. Attempting to do it would bring up an error sound and the alert "Can't pawn that." Has anyone else had this problem?
I can't even debug this as I have no idea what requirement/validator is raising the error. I found the text ID to be "e_cmdCantPawnThisUnit." Is there any way I can use that to search for the issue?
I also need to add a small knockback ability for when an enemy is hit. I tried to add apply force but it only made the target unit move south slightly regardless of what options I picked. I've also tried using create persistent and search effects but I really have no idea which options to select or what to do.
You can increase the magnitude of force effects by repeatedly applying it with a persistent as well as increasing the pushed unit's movement speed+acceleration. Your problem with orientation is probably a simple target/caster point issue on several effects.
Another problem I'm having with this ability is that it hits 2 units at once when they are grouped. I removed the area+ and made the missile 0.2 width so it must be very accurate. I would like the missile to only be able to damage one unit.
Also I would like ability range indicators when holding your mouse over the ability. But instead of a circle around your hero I would like a line to appear and show you the direction and range the ability will be used.
Check out kerrigan's dash ability from HOTS campaign. No triggers involved.
Also I would like my Hero to play their attack animation when using the ability. Or even better play anot her animation that looks like he is shooting something. Currently I'm using a marine actor for this hero.
Add the appropriate entry in the unit actor's events field. Check out any ladder spellcaster unit.
You can make 10 copies of the marine unit. (Unit tab)
After that go to the original marine ACTOR and add in the new units as event entries. It will have an entry like UnitBirth.Marine -> Create. Add in similar entries for each of your marine heroes.
Add your custom stats to the marine UNIT copies. (except for damage stats)
Go the the weapons tab and copy the marine weapon as many times as you need. The weapon stores attack speed and range. If you need to, you will have to create additional damage effects (effects tab) for different damage values.
For each new weapon created you need an attack actor. You can add the correct entries into the original marine attack actor similar to the unit actor.
Add the correct weapons into your newly copied marine heroes.
The gist to take away is that the only things actors control are models and animations. Importantly, there are no way for a unit/behavior/effect/weapon to reference an actor. Actors reference units/behaviors/effects/weapons.
I have found a work around by using a initial offset of 10 and recasting the persistent -> launch chain at the destination whenever the missile expires. Since I'm using a protoss energy model it works pretty smoothly. There were some issues managing the recast offset angles/targets but I've managed to overcome them!
Of course now the missile will never die but that should be an easy fix.
I am trying to make a missile that travels infinitely in the target direction but am running into some issues.
Using a large offset on the persistent that launches the missile bugs out when the offset point is outside of the map boundary. The persistent creates the offset at the point on the edge closest to the source unit, generally not in the target direction.
I tried using a throw mover with a Never arrival test but the missile stops moving after reaching the target point and wanders around. Also any search persistent I add to the missile expires at that point.
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So no matter where the caster unit moves, the units are always teleported to the point at which the caster initially casted the ability?
The easiest way would probably be to create a persistent that's located at the caster point but applies the search at target point so you have a concrete way to refer to both caster and target points.
Did you try fiddling with the effect fields for the location of all your effects?
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Can you provide a screenshot of your shop abilities. I tried giving my shop the same inventory ability as my units but the error still persists.
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All the items already have that flagged. The shop was working fine before this patch.
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After 3.0 I can no longer sell items in a shop. Attempting to do it would bring up an error sound and the alert "Can't pawn that." Has anyone else had this problem?
I can't even debug this as I have no idea what requirement/validator is raising the error. I found the text ID to be "e_cmdCantPawnThisUnit." Is there any way I can use that to search for the issue?
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This requires triggers.
You can increase the magnitude of force effects by repeatedly applying it with a persistent as well as increasing the pushed unit's movement speed+acceleration. Your problem with orientation is probably a simple target/caster point issue on several effects.
Limit the missile's search effect to 1 target.
Check out kerrigan's dash ability from HOTS campaign. No triggers involved.
Add the appropriate entry in the unit actor's events field. Check out any ladder spellcaster unit.
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You could set the initial damage instance to no kill.
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You can make 10 copies of the marine unit. (Unit tab)
After that go to the original marine ACTOR and add in the new units as event entries. It will have an entry like UnitBirth.Marine -> Create. Add in similar entries for each of your marine heroes.
Add your custom stats to the marine UNIT copies. (except for damage stats)
Go the the weapons tab and copy the marine weapon as many times as you need. The weapon stores attack speed and range. If you need to, you will have to create additional damage effects (effects tab) for different damage values.
For each new weapon created you need an attack actor. You can add the correct entries into the original marine attack actor similar to the unit actor.
Add the correct weapons into your newly copied marine heroes.
The gist to take away is that the only things actors control are models and animations. Importantly, there are no way for a unit/behavior/effect/weapon to reference an actor. Actors reference units/behaviors/effects/weapons.
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You'll have to create a range actor for every possible range then use validators enable/disable them.
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I have found a work around by using a initial offset of 10 and recasting the persistent -> launch chain at the destination whenever the missile expires. Since I'm using a protoss energy model it works pretty smoothly. There were some issues managing the recast offset angles/targets but I've managed to overcome them!
Of course now the missile will never die but that should be an easy fix.
0
I am trying to make a missile that travels infinitely in the target direction but am running into some issues.
Using a large offset on the persistent that launches the missile bugs out when the offset point is outside of the map boundary. The persistent creates the offset at the point on the edge closest to the source unit, generally not in the target direction.
I tried using a throw mover with a Never arrival test but the missile stops moving after reaching the target point and wanders around. Also any search persistent I add to the missile expires at that point.
Does anyone have any insights?