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    posted a message on Reviving recently killed units through ability

    In reply to DrSuperEvil:

     Hey there,
    Well IF you're still interested, I've included a map with the latest ability ( Raise Dead) , effects (Raise Dear Search, Raise Dead Create and Raise Dead Damage) and Simple Actor (Raise Dead Actor) to this post. 
     
    The unit with the ability is an Adept duplicate ( called " Mage ") and I chose to revive a Marine simply  called "Soldier".
     
    Thanks for the help, let me know if you find something.  
     

     

    Posted in: Data
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    posted a message on Reviving recently killed units through ability

    In reply to DrSuperEvil:

     Actually I had tried that since yes I am still using the damage effect, but it still didn't work :/.  Using the ability twice in a row still result in a unit being spawned when it shouldn't the second time.
    The only difference I had noticed was when I was using the create unit effect  with the sinple actor and it yielded the results I mentioned in my previous comments.
     
    Posted in: Data
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    posted a message on Reviving recently killed units through ability

    In reply to DrSuperEvil:

     

    I think that should work. I've gotten the Simple Actor to destroy the ::Main actor and prevent unit spawn, but only if I choose the (Any) sub name for the actor creation.

     

    The problem with that though is that since I'm using the effect used to Create Unit Effect / revive the dead unit to create the Simple Actor, I need the simple actor to be created at the end of of the Create Unit Effect (Sub name .Stop) ; leaving the sub name as Any results in no unit being created in the first place. As you probably have guessed, any other sub name will still results in the unit being spawned again if I were to use the 'raise dead' ability. 

    Posted in: Data
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    posted a message on Reviving recently killed units through ability
    Quote from EDHRIANO >>

    Why not add behavior hero death prevention, delay the revive time to 9999.

    Add custom behavior/skill to immediately reduce the timer to 0 whenever the skill/behavior is applied. 

     Hmm that could work (as a behaviour) but but I don't know if I could do that using Effects. The reason I favor effects is so I can use it with my Search Area effect any dead units around. 
    Quote from DrSuperEvil >>

    So it might be an issue with the actors becoming orphaned. You probably will need a Simple type actor that uses an Effect actor event to destroy the::Main actor.

     So I tried that and it still didn't work... I've added an image of my Simple, maybe I screw up the Effect event? If not I'm not sure what the problem could be.
    Posted in: Data
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    posted a message on Reviving recently killed units through ability

    In reply to DrSuperEvil:

     
     

    Remember to remove the corpses using a Damage type effect afterwards.

     Alright this is embarrassing BUT I'm going to need some help with this as well. I've be giving it a try for a while now with badresults.
    To remove the corpse I used a Set Effect ( Raise Dead Set)  with the Effect: Effects+ being a Damage effect. (Raise Dead Damage). I then went back  to my Search Area Effect  (Raise Dead Search) and added it to the list of effect that are to be applied to my search target; dead units.
    While the creation/reviving of the killed unit worked, removing the corpse doesn't.
    What's weird though is I think my Damage effect works because if I give the Damage (or Set) effect priority over the Create Unit Effect when listing the effects applied to target in my search areas, no unit is created. I'm assuming this is due to the search finding a corpse, then deleting it first before it's found again to be created. 
    I've also tried to simply use a Damage Effect without going through a Set effect but no changes in results. I've added a few images hoping they can help make my question clearer. Thanks 
    1 of my Search Area list of effect, 1 of my Set Effect, 1 of the Damage Effect, and one of the ability showing that it should run all 4 effects.
     
     
     
    Posted in: Data
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    posted a message on Reviving recently killed units through ability

    In reply to DrSuperEvil:

     
    Hey DrSuperEvil, I didn't use an Issue Order effect. Essentially I made a Search Effect that looks for dead units, make a Create unit effect apply to the found, dead target through the (Basic) Search: Area + field.
    Your solution worked, when I made the fallback unit the Target, I got the recently killed unit to respawn. I guess my mistake was that I assumed that since I selected the Create Unit effect to be applied to the dead unit( the Target) in my search area, I didn't have to specify that the fallback unit is the target unit of the search area. 
    Thanks for the help !
    Posted in: Data
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    posted a message on Reviving recently killed units through ability

    Hey there,

     

    I'm trying to make an Ability given to a unit, which when pressed, searches the unit's surroundings for other recently (killed within 30 seconds)  killed units and essentially revives (or create) those dead units. I've added a Death Time of 30 seconds to all units, created a  "Search Area" effect with the Search Filter set to Required: Dead as well as a Search: Area with a radius of 10.

     

    I've also made a "Create Unit" effect  to 'create/revive' the recently killed units. I'm just unsure to how to get the Create Unit effect to create the units found by the Search Area effect. I assume the  Search Unit effect stores it's findings somewhere, but not sure how to access those findings/data and use it to create the unit.

     

    Any help would be appreciated.

     

    Thanks 

     

    Posted in: Data
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    posted a message on Medic Heal Beam as a weapon

    In reply to DrSuperEvil:

     
    Thanks man, all good now !
    Posted in: Data
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    posted a message on Medic Heal Beam as a weapon

    In reply to DrSuperEvil:

     
    Thanks for the help, you helped me make some great progress, BUT I now have another problem. I've successfully manage to trigger the medic's hand animation when firing my new medic's new weapon (a copy of the sentry's disruption beam) by finding the medic's Unit Actor Type and adding two events (Weapon Start & Weapon Stop). 
    I used the Animation Bracket action to start the actual animation that I wanted and i've added an image of how i've done it to this reply. But as you can tell with my in game picture, My medic never actually exits out of the animation. She can walk around stuck in the 'healing pose'. Obviously the marine no longer takes damage but still. 
    Do you see something I'm doing wrong for my " Weapon Stop" event??
    Thanks
     
    Posted in: Data
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    posted a message on Medic Heal Beam as a weapon

    Hey there guys,

     

    I hoping someone can tell me if I can turn the medic heal beam into a damaging weapon. I've looked around the forum and found a few helpful post but they often linked to other threads that seem to now be dead. 

     

    Here's a suggestion in a previous thread I tried to emulate but with mixed results : https://www.sc2mapster.com/forums/development/data/161548-give-an-medic-a-weapon   (looking @ post #4 by Johnzee, the second half)

     

    to summarize it, I've created a Damage Effect called "Drain Health" and created new healing beam actor and model from the actors "Medic Heal Beam" and "Medic Heal Model" and through modifying the events I've linked them to the weapon and ended with the weapon found in the picture below.

     

    However after giving my medic unit the weapon and 'allowing' it to attack, the beam model simply does not show up, enemy units do receive damage, but the beam is 'invisible'. Ideally I'd also would like to keep the medic animation found in the second picture, where the medic kinds of lean in and extend her arm. The reason I say this because I've experimented with giving the medic other unit's weapon in the past, and obviously the medic just stand there, which is my backup plan if I cant get the animation I want. And I guessed that the only way to get that animation is to use a Healing Beam actor somehow, but of course, I could be completely wrong. 

     

    Any help is appreciated 

    Posted in: Data
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    posted a message on (Solved) Specific Unit Respawn and Given Ownership to Killer

    In reply to DrSuperEvil:

     
    Hey man, tried the 2nd approach with the new condition, totally works fine now. Thanks for the help.
     
     
    Posted in: Triggers
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