EDIT: I just changed the Level 1 Impact visual(Problem #2) to something else that works for me. Still would like to get an answer for any future references/people doing searches for this kind of thing.
Anyways, I've been working on my Creature for the Creature Contest and I ran into a couple of problems.
(SOLVED)Problem #1 An ability causes the unit to "attack" an area, dependent on two things. If there are 10 units or more in the area, it will "attack" with level 1.(This validator works fine(10 or more units in area). Now the problem, I want the unit to attack with 'level 2' if there are more than 10 units in the area AND the combined total health of said units is over 3000.
Here's how I have this "3000+ Health" validator setup.
Search - Areas + (360):(Equal To):(-1):(10):(0):((None))
Validator - Combined Vital Compare Greater Than Or Equal To
Validator - Combined Vital Unit + (SearchEffect):Target
Validator - Combined Vital Value 3000
Validator - Compare Greater Than
I've tried specifying the Location+ as the target point of persistent, but I don't think I need to touch that field on account that my 10+ Enemies validator works fine without a change to the Location+ field. I've been going over this validator over the last day and a half and it's(as usual, something always does) got me crawling at snail's pace.
Problem #2 It has to do with this ability, again. I've got the level 1 working perfect, except for the impact visual effect. I'm using the 'BattlecruiserMissileImpact' effect, and the thing is, when it impacts, it's always tied to the facing of the unit it is impacting. The Impact Effect looks like a little... explosion, but it's not "circular" around the unit, it... well, take a look at the screenie!
Red Arrows 1, 2, 3: This is the start of the impact, to the last of it. It hits, then does that. Blue Arrows: If left without a Site Op attachment, will always impact from the front of the unit, regardless of where the Creature is located. Green Arrows: I used "set facing" in the actor events+ message, but it only faces it in relation to the map and not to the unit. 0 facing means straight down, 90 means right, 180 means up, etc etc. I want the impacts to seem like they are coming from 1 universal direction(The Creature) regardless of the facing of the targets.
All I had to do was change Target - Location + from Target Point to Target Unit. I just noticed, I guess when I was formatting the copy paste I must have deleted the wrong thing, because the Combined Unit Vital + was already set to Search:Target. Eitherway, thanks again.
Does your 3000+ hp in area validator work? I would just use a switch effect. As for your question two that can be fixed with SOps in the action actor for the impact model.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Not using an Action Actor. Just playing the actor when there's an impact. Using a SOps on the "impact actor" does not keep in relation to the "caster" unit.
Yes, I did get the Hp Area Validator working perfectly, no need for a switch.
Rollback Post to RevisionRollBack
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EDIT: I just changed the Level 1 Impact visual(Problem #2) to something else that works for me. Still would like to get an answer for any future references/people doing searches for this kind of thing.
Anyways, I've been working on my Creature for the Creature Contest and I ran into a couple of problems.
(SOLVED)Problem #1
An ability causes the unit to "attack" an area, dependent on two things. If there are 10 units or more in the area, it will "attack" with level 1.(This validator works fine(10 or more units in area). Now the problem, I want the unit to attack with 'level 2' if there are more than 10 units in the area AND the combined total health of said units is over 3000.
Here's how I have this "3000+ Health" validator setup.
I've tried specifying the Location+ as the target point of persistent, but I don't think I need to touch that field on account that my 10+ Enemies validator works fine without a change to the Location+ field. I've been going over this validator over the last day and a half and it's(as usual, something always does) got me crawling at snail's pace.
Problem #2
It has to do with this ability, again. I've got the level 1 working perfect, except for the impact visual effect. I'm using the 'BattlecruiserMissileImpact' effect, and the thing is, when it impacts, it's always tied to the facing of the unit it is impacting. The Impact Effect looks like a little... explosion, but it's not "circular" around the unit, it... well, take a look at the screenie!
Red Arrows 1, 2, 3: This is the start of the impact, to the last of it. It hits, then does that.
Blue Arrows: If left without a Site Op attachment, will always impact from the front of the unit, regardless of where the Creature is located.
Green Arrows: I used "set facing" in the actor events+ message, but it only faces it in relation to the map and not to the unit. 0 facing means straight down, 90 means right, 180 means up, etc etc. I want the impacts to seem like they are coming from 1 universal direction(The Creature) regardless of the facing of the targets.
maybe target unit of the search effect did you try that?
@aczchef: Go
Yes I did.
EDIT: Ok. Apparently I did not. *sigh*
@aczchef: Go
Thanks! :D
All I had to do was change Target - Location + from Target Point to Target Unit. I just noticed, I guess when I was formatting the copy paste I must have deleted the wrong thing, because the Combined Unit Vital + was already set to Search:Target. Eitherway, thanks again.
Does your 3000+ hp in area validator work? I would just use a switch effect. As for your question two that can be fixed with SOps in the action actor for the impact model.
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
@DrSuperEvil: Go
Not using an Action Actor. Just playing the actor when there's an impact. Using a SOps on the "impact actor" does not keep in relation to the "caster" unit.
Yes, I did get the Hp Area Validator working perfectly, no need for a switch.