What's that? Caster System Reference is news to me.
What's that? Caster System Reference is news to me.
Only issue with that I see is the final behavior on the target buff needs to be a search area effect. There are teleport effects in the game. Lets say the caster gets teleported suddenly across the map, the search radius would need to be large enough to find the caster and remove the buff. That is a lot of large radius searches going on from a lot of minions. Could be laggy. Unless you were thinking about it a different way.
I'm using a Search Area effect on a behavior from the main hero. As he goes around his business, when friendly or other player units come close to the search radius, I'm applying a buff stack that gives him bonus damage and max vital. Since its an aura effect, I need the buff to only be applied once per validated search.
But the other problem is I need the buff to refresh so it doesn't wear out after the short duration. If I put refresh stack, it just keeps stacking the buff indefinitely. I've sort of solved it clumsily by setting the duration of the behavior and the Periodic Search to extremely close values. But the values of the unit can get wonky sometimes and its not clean.
I also tried setting up a behavior on the target as a sort of Marker and then setting a validator on the apply behavior to effect. But The problem with this is you can't refresh the duration since you need to find the target again and refresh the duration. But it keeps finding the target, refreshing the duration, and then adding another stack and another stack. What I need is 1 behavior per target unit the search finds but still refresh that one behavior so the stack doesn't run out. Instead its refreshing the behavior and adding a stack at the same time.
Even talking about what I really need to do in this thread is making my head spin.
Basically, I want to remove a % of the targets health+Shields total SUM. This way the unit can't actually die from using the ability alone as it becomes ineffective the less health the target has.
I'm currently trying this ability out with a modify unit effect but not sure how to go about it since you can only modify one vital at a time rather then the sum total together.
After messing around with this I have realized that the modify unit effect does not work with changing the Percentage of a targets health. Instead the modify fraction always changes based on the max vital of the unit.
Is there a way to use this ability with DATA that actually changes based on current vital?
From your logic I have tried the following with no luck as of yet.
Under the Events Target Field I have setup the following:
MSG Type: Unit movement Update Source Name: "My Unit" Sub Name: Walk TERMS: Passchance 50% Actions: Host Site Operations Set Host Name: My unit actor Operations: "My rotator actor"
I also tested my rotator actor by dumping it into Site Operations Operations field just to see if it works and it does indeed make the unit barrel roll. Except of course it barrel Rolls constantly.
With the above I am trying to make it do that Barrel Roll at a percentage. 50 is high but for now I'm just trying to get it to work, with no such luck yet.
I’ve already tried using banker actors but bankers don’t do complete barrel rolls as they return to their original value after the ship stops turning. You can get them to turn almost upside down but not do a complete roll.
Hey DrSuperEvil, I think I may not have provided this but, I am aware that I need to use the Host site Operations Event action field. That is the current field I have been experimenting with. What I mean to say is I've tried various actors in that field. I have been able to produce some weird rotations and movements with my unit, but I have not been able to produce a "full 360 degree Roll".
I suppose a more direct question would be does anyone know the best actor for this type of roll? I noticed random rotation does not even have a roll value, it is only pitch and yaw.
I would also need to know how to adjust the values.
I want to reproduce the Wraith Model Barrel Roll using a Site Host Operations Actor on my custom Air hero unit.
I've been reading a bit about the various rotation actors available but haven't really seen any that allow you to occasional roll the model of the ship.
So far I've only messed with Rotation Random and Site operations Rotater with no success.
I've tried experimenting with the Banker Actor just to see if I could get it to do a complete Barrel Roll but I don't think that particular Actor is the best choice since it is designed to deal with "turning" not actually rolling the ship.
What would be nice is if I could set it up to do a Barrel Roll about 10% of the time whenever it moves or turns etc. Or something similar to the way the Wraith model does a Barrel Roll.
Modify the Impact Model to that of the Baneling Death animation. The Impact Model is usually setup in the impact map in the Action Actor.
Check out any weapon. Every weapon has an impact model which you can modify to virtually anything you like.
I want to post the solution so anyone who wants to do this knows what to do. Blizzard's default setting for this validator doesn't work if you want to use it with a teleport effect. Simply change the validator count to -1.
Field NoEnemiesNearby (WormholeTransit) Areas - Arc (360) Areas - Compare (Equal To) Areas - Count (0) Areas - Radius (6) Areas - Radius Bonus (0) Areas - Validator ((None)) Count -1 Editor Name NoEnemiesNearby (WormholeTransit) Search Filters Excluded: Self, Player, Ally, Neutral, Missile, Stasis, Dead, Hidden Search Flags Extend By Unit Radius, Offset Area By Angle
Don't forget to check the target filters on the ability.
Thanks to DrSuperEvil for pointing that out.
Here's an update. Still working through this problem.
When you say freeze do you mean the unit stops moving when you activate the ability and you want the caster to keep moving? If you want the Caster to continue to move while casting, use the transient flag on the ability.
I have officially solved this. Sorry DrSuperEvil. I believe you are mistaken. It actually requires a Sum Node, not an And node when placing all the options underneath it. But you're original idea was correct to compare the completed upgrade counts against the constant.
I Have posted an image of the solution for anyone else thats interested.
So you're saying I put this settings on ALL 8 of my upgrades?
Are the count upgrade nodes below the constant or above it? Or does that matter?
EDIT: This does not work. Here is a photo showing you what I have put on all 8 upgrades. After testing multiple times on different upgrades, still does not work.