The oh-so-wonderful jump spell

Advice D.

New Member
I've been going over this for the better part of a few days now, and I feel it's time to start asking around (I've searched! I swear!).

As far as targetting goes, I haven't run into any problems, borrowing from the auto-turret placement code to ensure a pathable landing spot. The effects are where the trouble starts.

My first hunch was using the self projectile trick (no ammo unit on a launch missile effect). This provided a fluid animation when used in conjunction with the Reaper Jump Up mover, and the camera smoothly followed the unit throughout the jump (when locked on to the unit, naturally). In fact, there was only one real problem with this - the dying at the end of the jump. For the life of me I cannot find any way to prevent the seemingly arbitrary death trigger from activating upon reaching the target destination, so I decided to move on to a less elegant approach.

The second and current method I am using is a teleport effect linked to the Finish Effect of a Launch Missile effect which launches a dummy with an identical actor to the unit (Reaper). I can't stand this for several reasons:
  1. The unit has to become invisible and invulnerable for the duration of the jump
  2. The (locked-on) camera does not follow the jump
  3. The game locks up if the missile is shot down, therefore missile must be invulnerable
  4. Unit cannot be targetted in midair (not a desired behaviour for my take on the spell)

At this stage, I'm fresh out of ideas. Has anyone got any suggestions on how to improve the current method, or better yet, a way to make launched "missiles" not die? (and then become controllable once more?)

Thanks in advance.
 

13lade619

is now a game developer :)
'seems like the reaper makes use of a dummy unit 'ReaperPlaceholder' for the jump also...
<but doesnt do anything... i made a marauder jump cliffs by making its mover = Cliff Jumper and adding the Reaper Jump behavior>

*i'm also trying to find a solution right now. back at you later.
 

Advice D.

New Member
So far the only way to do that that I've noticed is with the Launch Missile effect self-projectile trick, which sadly kills the caster in the process. Anyway, I'm going to sleep on this one. Thanks for the input!
 

tain

New Member
it can be triggered very easily since now you can get Height of Unit and Height of Terrain at any point of the game.

and that's all you need to create a perfect jump spell. can't wait test it. :D

should i create a test map to show how powerful different types of jumps can be? :D
 

Advice D.

New Member
Looks like I forgot to mention that I was going for a no/minimal triggers approach, sorry. The extent of triggering I'd accept with this would be a prevent unit death or apply mover action, both of which seem to be a pipe-dream. If it can't be done in the data editor then I'll have an excuse to email Blizz and complain about the absence of promised functionality.

But yeah, the old WC3 way is a functional fall-back if the data editor falls through.

EDIT: I'm looking into a Create Unit effect with no unit type to see if it has the same bug/feature as Launch Missile, but sadly whenever I try to edit or duplicate a Create Unit effect I get a crash.
Code:
ACCESS_VIOLATION (0xC0000005)
occurred at 0023:00CF72A6.  The memory at '0x00000028' could not be read.
Anyone else have this problem?

FURTHER EDIT: Problem does not exist on my Desktop Machine. Will continue testing Create Unit effects.
 

Psyris

New Member
Were you able to figure it out? I've been messing with this for hours. The only thing that has worked for me is zealot's charge, but he stops to attack if there is an enemy. I tried changing the Ability Command from Attack to Move, but then it stops applying the buff and locks up the game if I have any extra Modifications on the buff.
 

tain

New Member
There is an jump behavior.

Its a used by Reaper and Colossus.

Its called "Jump" so you can test it, there are lots of variations you can produce with it. no triggers needed. have fun.
 

Advice D.

New Member
There is an jump behavior.

Its a used by Reaper and Colossus.

Its called "Jump" so you can test it, there are lots of variations you can produce with it. no triggers needed. have fun.
Heh, if only it were that simple. Unfortunately there's no targetted jump ability in the game to copy, and while the Reaper jump Movers are ideal for the spell, there is an apparent lack of any function to apply a temporary mover to a unit without killing it after it reaches its destination.
 

tain

New Member
Heh, if only it were that simple. Unfortunately there's no targetted jump ability in the game to copy, and while the Reaper jump Movers are ideal for the spell, there is an apparent lack of any function to apply a temporary mover to a unit without killing it after it reaches its destination.
i believe we can, just don't know how.

ill try something like this,

Ability -> "Effect - Target"
Effect -> "Apply Behavior"
Behavior -> "Jump"

thing is i get to use editor only on weekends so i can't test it at the moment.
 

tain

New Member
yea, i guess you are thinking about attaching behaviors to units, but i think "Apply behavior" effect actually applies the behavior actions.

just a logical thought, i am eager to test this :)
 
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