Hi guys,
so this is my situation. I found the purifier from the campaign and wanted to use it for a map. I stripped away all its other abilitys, ist supposed to be a support vessel only. With the invul shields it can absorb a lot of damage and with the oylon power beneath it a player can warp in new units. But I think both bahaviours are too powerful to be active at once. So I wanted to create a toggle switch, that a player can either have the power field OR the supwer powerful shields.
Both Things are behaviors and I already know a little bit about abilitys and how they can trigger behaviors. But how the heck can I do this? How can I tell the Map Editor that I want one behavior to be "on" at a time, while the other one must be deactivated?
I hope you guys can help me because i'm kinda freacking out right now =D Thank you very very much in advance :)
Ugh, don't know exactly how to do this... First, find the cloaking ability of a banshee or ghost. youll see how to make a deactivateably ability there. Recreate that, and have it apply one of your two behaviors instead of cloak and dont have it cost energy. Then add the second behavior to your unit in the units tab under behaviors.
Create a validator that checks whether the behavior from your ability ISN'T on the unit, then add that validator to your second behavior in the validator (disable) field, or whatever its called (its near the top i think). When that validator becomes false (i.e. the ability applies the other behavior), the first behavior will just disable that untill the validator becomes true again (i.e. second behavior is removed). Then just create buttons for the on and off commands for the ability and give it tooltips "Enable Shield" and "Enable Psi-Matrix generator" or whatever.
Or you can make that via effects. Firstly, create 2 Effects of type Add Behavior. Then, create Effects type Remove Behavior. Create 2 effects for both of behaviors. You will also need 2 validators - Unit Compare Validator Count. Set the needed options there. Then, go back to the effects. Add these validators to the effects (validator that checks the X's count must be wired to the effect remove beh. X AND validator that checks the X's count must be wired to the effect that add the Y behavior) Create a effect type Create Set. Add these Effects to the Set. Then, add that Set to the Ability (don't forget to set the target of an ability to Caster).
To TheAlmaity:
Alright, I copied the banshee cloacking ability, just chose the shield behavior instead of cloaking and added the 2nd behavior (pylon power) to the unit. How do I actually create a validator? In fact, I have no real idea what it is. I've just been working with the editor for a few days now. Maybe you can explain what you mean in greater detail? That'd be nice.
To o3210:
Well, the ideas with effects doesnt sound that bad but the fact that i wont have any data to rely and copy from is terrifying me =S As I already said: The editor is new to me and I'm not a pro :-/ (yet) :D
I don't know for sure, but If shield behavior got "Behavior" tab, you could look for a "Disabled Behaviors" field and add pylon power to it. That way pylon power would be deactivated while shield is on.
A validator is basically a check to see if certain conditions are met - sort of like an "if statement" condition if you're familiar with programming. Or if you're not, take football. Game state checks to see if the ball is over the endzone line (this is the validator). If it is, it's a touchdown. If it's not, other stuff happens.
To create your own validator, pull down the little "Data Type" drop-down box in the top left corner of the data editor, select "Validators", when right-click -> Add Object. Set the name and ID to something that makes sense, and the Validator type to Unit Compare Validator Count. Set the Validator - Behavior to the Behavior you want to check for. This means the validator, when activated, will check to see if you have a certain number of instances of the selected behavior running (in your case, sounds like you need Equals 0, meaning it's not on the unit).
Once you have an Effect that o3210 is talking about, you can add your new validator under Effect - Validator.This means that any time that Effect is accessed, the game goes through the Validator first, sees if the statements are true, and if they are, the Effect happens. If not, it doesn't.
I may be able to post more on this issue later, because I've done ability similar to this not long ago.
One last note, you really should work with the Effects o3210 is talking about. You won't be able to do what you're doing without them, and your Starcraft Data Editor experience is going to be pretty short without them, too ;)
Thank you soo much guys :) I finally got it ^_^
The shields get deactivated if you want the power matrix and vice versa. I just need to design two new buttons so that the ability isn't called "Cloak" and "Decloak Copy" XD but that's pretty easy, even for me XD
Maybe i'll publish a first alpha version of the map here once I have completed all the Protoss units. It's gonna be Legend... wait for it ... WAIT FOR IT.. DARY! LEGENDARY XD (I love himym XD)
Anyway, I should get back to work, thank you very much again :)
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Hi guys, so this is my situation. I found the purifier from the campaign and wanted to use it for a map. I stripped away all its other abilitys, ist supposed to be a support vessel only. With the invul shields it can absorb a lot of damage and with the oylon power beneath it a player can warp in new units. But I think both bahaviours are too powerful to be active at once. So I wanted to create a toggle switch, that a player can either have the power field OR the supwer powerful shields. Both Things are behaviors and I already know a little bit about abilitys and how they can trigger behaviors. But how the heck can I do this? How can I tell the Map Editor that I want one behavior to be "on" at a time, while the other one must be deactivated?
I hope you guys can help me because i'm kinda freacking out right now =D Thank you very very much in advance :)
SpaceKookie
Ugh, don't know exactly how to do this... First, find the cloaking ability of a banshee or ghost. youll see how to make a deactivateably ability there. Recreate that, and have it apply one of your two behaviors instead of cloak and dont have it cost energy. Then add the second behavior to your unit in the units tab under behaviors.
Create a validator that checks whether the behavior from your ability ISN'T on the unit, then add that validator to your second behavior in the validator (disable) field, or whatever its called (its near the top i think). When that validator becomes false (i.e. the ability applies the other behavior), the first behavior will just disable that untill the validator becomes true again (i.e. second behavior is removed). Then just create buttons for the on and off commands for the ability and give it tooltips "Enable Shield" and "Enable Psi-Matrix generator" or whatever.
Or you can make that via effects. Firstly, create 2 Effects of type Add Behavior. Then, create Effects type Remove Behavior. Create 2 effects for both of behaviors. You will also need 2 validators - Unit Compare Validator Count. Set the needed options there. Then, go back to the effects. Add these validators to the effects (validator that checks the X's count must be wired to the effect remove beh. X AND validator that checks the X's count must be wired to the effect that add the Y behavior) Create a effect type Create Set. Add these Effects to the Set. Then, add that Set to the Ability (don't forget to set the target of an ability to Caster).
Hope it works :D
Hey, thanks for those quick answers :)
To TheAlmaity: Alright, I copied the banshee cloacking ability, just chose the shield behavior instead of cloaking and added the 2nd behavior (pylon power) to the unit. How do I actually create a validator? In fact, I have no real idea what it is. I've just been working with the editor for a few days now. Maybe you can explain what you mean in greater detail? That'd be nice.
To o3210: Well, the ideas with effects doesnt sound that bad but the fact that i wont have any data to rely and copy from is terrifying me =S As I already said: The editor is new to me and I'm not a pro :-/ (yet) :D
I don't know for sure, but If shield behavior got "Behavior" tab, you could look for a "Disabled Behaviors" field and add pylon power to it. That way pylon power would be deactivated while shield is on.
I think this should be Unit Compare Behavior Count.
@SpaceKookie: Go
A validator is basically a check to see if certain conditions are met - sort of like an "if statement" condition if you're familiar with programming. Or if you're not, take football. Game state checks to see if the ball is over the endzone line (this is the validator). If it is, it's a touchdown. If it's not, other stuff happens.
To create your own validator, pull down the little "Data Type" drop-down box in the top left corner of the data editor, select "Validators", when right-click -> Add Object. Set the name and ID to something that makes sense, and the Validator type to Unit Compare Validator Count. Set the Validator - Behavior to the Behavior you want to check for. This means the validator, when activated, will check to see if you have a certain number of instances of the selected behavior running (in your case, sounds like you need Equals 0, meaning it's not on the unit).
Once you have an Effect that o3210 is talking about, you can add your new validator under Effect - Validator.This means that any time that Effect is accessed, the game goes through the Validator first, sees if the statements are true, and if they are, the Effect happens. If not, it doesn't.
I may be able to post more on this issue later, because I've done ability similar to this not long ago.
One last note, you really should work with the Effects o3210 is talking about. You won't be able to do what you're doing without them, and your Starcraft Data Editor experience is going to be pretty short without them, too ;)
@SpaceKookie: Go
Yea, sorry, i havent really worked with validators yet :/ Theyre a different tab altogether, just like effects, units and behaviors.
see if uiasdnmb's method is possible, since what he's suggesting is basically what i told you to do through a validator.
Thank you soo much guys :) I finally got it ^_^ The shields get deactivated if you want the power matrix and vice versa. I just need to design two new buttons so that the ability isn't called "Cloak" and "Decloak Copy" XD but that's pretty easy, even for me XD
Maybe i'll publish a first alpha version of the map here once I have completed all the Protoss units. It's gonna be Legend... wait for it ... WAIT FOR IT.. DARY! LEGENDARY XD (I love himym XD) Anyway, I should get back to work, thank you very much again :)