!@#$@#$@#@!$#!@#$#$#!@#@$# there's such a dearth of information about these things.
anyway, i'm trying to use a TSMarker to avoid an ability hitting the same target twice.
unfortunately the search continues to double back almost at random.
anyway the way i have this shit set up is i have a launch effect that marks a target and then there's a second launch effect for "bounce" launches that marks targets, too. does it make any difference that there are two different launch effects applying markers for the same ability?
so i've got a mother fuckin' target sort being applied and i have no idea if it expires or if it makes changes the value of the marker when the marker is applied with two different effects. i have no idea what the fuck the target sort fields "request count" or "request percentage" do? are these important or just more extraneous bullshit?
why are there so many extraneous entries in this damn editor. like okay man, i selected the effect, or event, or whatever, obviously my intent is to use the thing i've selected. why do i have to click a second button to make the damn thing work?
like "FLAME ON" (fails)
"FLAME ON" + "FLAME ON ACTIVATE" (success)
like okay man i was never gonna flame on unless i wanted to flame on.
why are there a million redundant model entries with exactly the same field values for the same model with different names. like there are probably 2k models to sort through and you'll only ever want to use maybe 5% of these given 2k models and probably 75% of the model entries are redundant, fuck.
plus there just aren't enough custom models or something for map editors to create their own custom abilities. it's all from the game or something there's no like "awesome explosion model #1-50 unused"
i dunno so anyway back to the target sorts thing.
i've got markers getting applied. i have no idea when the markers expire. i have a target sort on my search that's supposed to be prevent redundant target selection. for whatever reason the target sort doesn't work. i've got the target sort configured with TS target marker (target), markers: 0 so presumably this means that the target sort will prefer targets with 0 markers (although there's no definitive answer here it could be just as well that it sorts against targets with 0 markers again there's not enough information).
okay so there's one enigmatic issue plaguing my ability.
then there's the question of "request percentage" and "request count" i can't even imagine what these would do.
whatever so i apply the target sort and whether i request percentage or request count or not it still doesn't work. the search still returns the same unit twice, but the search doesn't do this in any explicable pattern more like, at random, sometimes but not always, the search will return the same unit (one that is presumably marked to be not targeted), but the unit gets targeted anyway. again, this happens sometimes, but not always.
and then i have to exclude "target" from the search area or the search for the bounce effect fails. obviously the original target should be marked so why does the bounce search EVER target the target from the original launch effect? WHO KNOWS, but nevertheless, the search effect will ignore the target marker and just retarget the target of the initial launch effect (DESPITE THIS TARGET BEING MARKED).
so anyway, i tried toying with the exclude field:
so i exclude the target of the original launch effect and the target of the bounce launch effect. does this work? NO
despite each target now being marked both with a target marker and with a second (redundant) target sort based on behavior count, and DESPITE THE TARGET UNIT BEING EXCLUDED FROM THE SEARCH AREA, the same fucking target will end up getting hit twice about 30% of the time. I FUCKING HATE THIS EDITOR.
Under most effects you find the Marker-Link field. This needs to be the same for all effects.
The markers only apply down a branch of an effect tree so two parallel effect trees will not see the markers of each other.
Target sort sets the priority of a target. For example a search areae effect can only target 6 units but there are 7 potential targets the target sorts will choose the 6 best targets. If there is a max target count of 1 and only one candidate the target sort will be overridden.
Actually the request count and request percentage fields are covered in the wiki...
The editor is infinite possibility or enough rope to hang yourself. You have alot more freedom than the WC3 editor but the devil is in the detail resulting in alot more time per creation.
An example of such a model and associated "useless" models? Ever used the model previewer?
You know you can offset, scale, retexture and time model creations/destructions. This allows more than enough rope erm I mean possibilities to create imba visuals.
Sure you have campaign dependencies enabled?
You do know there are tons of models that do not have a linked model under the Models data type. For example the guardian and devourer missiles or the supercrane advanced.
Markers expire when the effect tree finishes and only apply the the active effect tree.
As stated earlier the search will only choose targets that have not been targeted by the effect tree branch previously if there is a limit to the target number and all possible targets have not already been marked.
Just get the first effect to launch the second but get the launching unit to be determined by the effect field above the value field of the effect.
The exclude field of search area effects just prevents certain units being considered a target so as long as your launch is not of the same effect tree branch you cannot get it it to be excluded by refering to the effect of the first launch.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
!@#$@#$@#@!$#!@#$#$#!@#@$# there's such a dearth of information about these things.
anyway, i'm trying to use a TSMarker to avoid an ability hitting the same target twice.
unfortunately the search continues to double back almost at random.
anyway the way i have this shit set up is i have a launch effect that marks a target and then there's a second launch effect for "bounce" launches that marks targets, too. does it make any difference that there are two different launch effects applying markers for the same ability?
so i've got a mother fuckin' target sort being applied and i have no idea if it expires or if it makes changes the value of the marker when the marker is applied with two different effects. i have no idea what the fuck the target sort fields "request count" or "request percentage" do? are these important or just more extraneous bullshit?
why are there so many extraneous entries in this damn editor. like okay man, i selected the effect, or event, or whatever, obviously my intent is to use the thing i've selected. why do i have to click a second button to make the damn thing work?
like "FLAME ON" (fails)
"FLAME ON" + "FLAME ON ACTIVATE" (success)
like okay man i was never gonna flame on unless i wanted to flame on.
why are there a million redundant model entries with exactly the same field values for the same model with different names. like there are probably 2k models to sort through and you'll only ever want to use maybe 5% of these given 2k models and probably 75% of the model entries are redundant, fuck.
plus there just aren't enough custom models or something for map editors to create their own custom abilities. it's all from the game or something there's no like "awesome explosion model #1-50
unused"i dunno so anyway back to the target sorts thing.
i've got markers getting applied. i have no idea when the markers expire. i have a target sort on my search that's supposed to be prevent redundant target selection. for whatever reason the target sort doesn't work. i've got the target sort configured with TS target marker (target), markers: 0 so presumably this means that the target sort will prefer targets with 0 markers (although there's no definitive answer here it could be just as well that it sorts against targets with 0 markers
again there's not enough information).okay so there's one enigmatic issue plaguing my ability.
then there's the question of "request percentage" and "request count" i can't even imagine what these would do.
whatever so i apply the target sort and whether i request percentage or request count or not it still doesn't work. the search still returns the same unit twice, but the search doesn't do this in any explicable pattern
more like, at random, sometimes but not always, the search will return the same unit (one that is presumably marked to be not targeted), but the unit gets targeted anyway. again, this happens sometimes, but not always.and then i have to exclude "target" from the search area or the search for the bounce effect fails. obviously the original target should be marked so why does the bounce search EVER target the target from the original launch effect? WHO KNOWS, but nevertheless, the search effect will ignore the target marker and just retarget the target of the initial launch effect (DESPITE THIS TARGET BEING MARKED).
so anyway, i tried toying with the exclude field: so i exclude the target of the original launch effect and the target of the bounce launch effect. does this work? NO
despite each target now being marked both with a target marker and with a second (redundant) target sort based on behavior count, and DESPITE THE TARGET UNIT BEING EXCLUDED FROM THE SEARCH AREA, the same fucking target will end up getting hit twice about 30% of the time. I FUCKING HATE THIS EDITOR.
Under most effects you find the Marker-Link field. This needs to be the same for all effects.
The markers only apply down a branch of an effect tree so two parallel effect trees will not see the markers of each other.
Target sort sets the priority of a target. For example a search areae effect can only target 6 units but there are 7 potential targets the target sorts will choose the 6 best targets. If there is a max target count of 1 and only one candidate the target sort will be overridden.
Actually the request count and request percentage fields are covered in the wiki...
http://www.sc2mapster.com/wiki/galaxy/data/effects/search-area/
The editor is infinite possibility or enough rope to hang yourself. You have alot more freedom than the WC3 editor but the devil is in the detail resulting in alot more time per creation.
An example of such a model and associated "useless" models? Ever used the model previewer?
You know you can offset, scale, retexture and time model creations/destructions. This allows more than enough rope erm I mean possibilities to create imba visuals.
Sure you have campaign dependencies enabled?
You do know there are tons of models that do not have a linked model under the Models data type. For example the guardian and devourer missiles or the supercrane advanced.
Markers expire when the effect tree finishes and only apply the the active effect tree.
As stated earlier the search will only choose targets that have not been targeted by the effect tree branch previously if there is a limit to the target number and all possible targets have not already been marked.
Just get the first effect to launch the second but get the launching unit to be determined by the effect field above the value field of the effect.
The exclude field of search area effects just prevents certain units being considered a target so as long as your launch is not of the same effect tree branch you cannot get it it to be excluded by refering to the effect of the first launch.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg