Yes, It was another issue I believe that was preventing the order.
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May 26, 2019Posted in: Data
May 24, 2019Posted in: Data
I was aware of that issue, so I also tried to get it to do a single order without the periodic but could not get it to work.
I ended up doing a work around using a create unit effect with the periodic and tying those effects to the construction ability cooldowns to simulate construction. Seems like a lot of work but it seems to me that issue order effects with building construction abilities may be bugged in some way. Unless I'm mistaken....
This problem is still a bit unsolved as I need the builder to also automatically look for Vespene Geysers and place a refinery on the located Geyser.
To do the geyser search, I simply run a search area with neutral units required (and some other attributes I put on the geysers) When they become player owned refineries, they become excluded from the search so the build moves on to the next closest geyser. But the issue order effect doesn't work with construction it seems.
Somehow this is mysteriously working now.... Even after running my own numbers and double checking things a million times over, I for the life of me cannot figure out why it didn't simply work the first time.
May 22, 2019Posted in: Data
Basically that. I'm using an effect instant with auto cast on. The basic effect is a periodic effect with a lot of offsets. I've set the offsets basically in a circle up to a radius of about 10 with a few random ones inside. (About 30 total offsets) I'm trying to get my flying builder to automatically construct a building VIA issue order effect.
I cannot get it to work however. Any help would be appreciated.
My basic setup is as follows:
Ability - Effect Instant
Effect- Create Persistent
Location offset start- Caster
Location- Target Point
Periodic Offsets- (All 30 of them starting with the inner circle and expanding outward)
Period Count- 30
Period duration- 0.25
Periodic Effects- Issue Order to Build Structure
Effect- Issue Order
Target Value- Target Point
Unit Value- Caster
Ability- Structure building ability
May 19, 2019Posted in: Triggers
Have you tried the Filter Players Filter? I have not personally tried it but maybe see if that works. I seem to recall it having a list of all 15 players where you can individually choose from to filter.
May 19, 2019Posted in: Data
In unit flags there is a share vision flag although to make it share vision for all players might need to adjust some other settings as well.
In triggers its pretty easy to create a map revealer for all players through an integer loop.
May 4, 2019only_leviathan posted a message on Hide actor for everyone but the owner of the unit?Posted in: Data
Try the Filter setting. Check mark the boxes of the players you don't want to be able to see the actor. Which in this case would be: Enemy, Ally.
By default when none is check, the actor is visible to all. Checking a box makes it so that type cannot see the actor.
Apr 7, 2019Posted in: Data
Sorry Dr. Super Evil....
I have tried what you suggested and instead of placing the timed life behavior that has the damage response on the Spawn Effect field, I put it in the SET effect of the Ability and it still does not work. Caster still gets credit. I have gone over what you have said and I'm 90% sure I have done exactly as you described and it still gives the kill credit to the caster and not the target.
If you review the test map it is clear the target is also getting the kill credit buff applied to himself VIA the damage response and the caster gets the buff first before the target buffs initial effect kills him. It should work in theory according to what Kill Credit is supposed to do but it doesn't.
If anyone reviewing this has an idea of why or can prevent a solution I'm all ears. Until then I'm going to have to give up on the solution as unsolvable at this point.
Mar 31, 2019Posted in: Data
The spawned unit doesn't have it by default. The spawned unit gains the timed life behavior buff from the Spawn Effect Field in the Spawn Unit Effect. The Timed life behavior is the one with the damage response. If you take a look at the test map file I sent you will see the spawned unit doesn't start with it by default.
The way I'm interpreting what you wrote earlier is that instead of applying the behavior through that effect, I should apply it from the first SET effect.
I have yet to try this so I will soon do so and see if it makes a difference.
Mar 21, 2019Posted in: Data
Here's a test map file. In it I've also included a simple trigger which will state who is getting kill credit. I recreated the ability which is nearly identical to the one I have in my map. You'll notice I am careful to apply the caster buff first with the kill credit settings before I apply it to the target in the Kill Credit SET. Since the Target buff also has the initial suicide damage set to kill caster. You will notice however that Caster always gets credit for the kill.
Thanks for checking out the test map.
Mar 21, 2019Posted in: Data
Yes, that makes sense, however for some reason it still does not work even when I put it on the caster. I've even made sure that the kill happens after the buff has been applied, even with a timer which can be seen.
I've set the kill credit settings on the caster to no avail, it still does not give proper kill credit. The broodlord setup is far simpler then my complex hallucination ability. I've been over it time and time again. Only way I've been able to give the kill credit to the killing player is with triggers. But the Triggers is crude and I'd like to be able to solve this with DATA. If you like, I can create a DEMO map with the problem and you can try it out for yourself.
Mar 20, 2019Posted in: Data
Isn’t that supposed to be the case? In any case I’ve tested it numerous times. I have 2 buffs that get successfully applied. One on the target (the unit that attacks the hallucination with the damage response behavior) and one on the caster.
BTW I’ve tried the kill credit settings on the caster buff as well to no avail.
Mar 19, 2019Posted in: Data
I have literally put the kill credit effect reference on the Target units buff exactly as you have described. If I am doing it incorrectly then there is a step you are not explaining. Also I have checked the buffs to make sure they are all being applied properly. Everything is working through the effect tree except for the kill credit, which always gives it to the caster regardless of settings.
Here are the complete details.
Ability: Shadow Clone Effect: Shadow Clone (SET) Create Hallucinations (Spawn Unit) Effect: Spawn: Apply Timed life behavior Timed Life Behavior (This is used to auto kill the hallucinations and has the combat damage response) Duration: 15 Damage response Chance: 1 Fatal: Enabled Handled: Target Kill Credit (SET) Apply Target Buff: Target (Attacking) unit Apply Caster Buff: caster unit Target Buff Settings: Kill Credit Value: Target Kill Credit Effect: Target Kill Credit (SET) Caster Buff Settings: Kill Caster<br /> Impact Location: Caster Unit<br /> Launch Location: Target Unit
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