1. I have a marauder that does slow ( automatically while going down a path ) , is it possible to make his Slow effect AOE?
Answer: yes assuming this is a ability target then you most certainly can make it an AoE, it has to do with "Search" Type Effects. easy enough to do in the Data Editor.
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2. a Air transport that flies down a path and picks up units as it crosses them , if it dies , all units get dropped at Death location
Answer: This one probably would be better done via triggers, I can't think of a way to do it all in data, especially when the unit dies considering in standard SC2 if a transport dies so do all the loaded units. Depending on what you want more random of which units it picks up or not what I would do is start the first part by having an "Effect - Target" ability that is cast-able on only friendly units (which units it picks could be subject to just about anything you want) then have it put a dummy behavior on the unit. After that the triggers take over and remove the targeted unit from the game and put it into a Unit Variable Array. Probably a 3 tier array (I'm still rough on my understanding of Arrays but this how it would work best) first tier for each player, second tier for the transport and their tier for each different unit picked up by the transport. After that its just a matter of having another trigger go off when the transport dies recalling all the units from the variable array and then creating them where the transport died.
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3. and i have a DT that does MC (mind control ) every 5 sec , is it also possible to make that a AOE MC???
Answer: yes this has the same answer as question one it has to do with using search effects at the target location. All data side
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a Viking that switch from Fighter to Assault mode every 5 or so squares scares ( so , air to grown to air to grown ..ect.. )
Answer: I believe this could be done either way, however I think the easier way to do it would be via triggers, this one for me is the hardest to think of and I'll consult the Trigger expert on our team (Since I'm the Data expert my trigger knowledge is somewhat limited) and see what he thinks but here's what I do know. In order to get this to work in data it would have to be split over a bunch of different sections the first ability I would do is one that is a effect target for the unit its self that applies a never ending cycle of buffs, (this is essence will be the timer for how often the unit would morph). I'd have to different Behaviors applied via two different Effect Type: "Create Persistent" each that applied one dummy behavior initially and then removes that behavior at the end of the persistent and runs the other "Create Persistent" effect which should create an never ending cyclical timer. Then you would have copied over the standard Morph abilities the viking has but make them both auto cast and start on, then make a requirement for each one being equal to the behavior count of 1 the behavior being one of the behaviors that are in our cyclical count. so the ability could only be cast when the unit has that particular behavior. Anyway all that is just theory Ive never done it, but its exactly how I would try doing it if I did.
that sounds like ALOT of work for something so Simple
better get to work , gona start by trying to understand every thing.
Hmm <sub> For the transport: </sub>
would it not be possible to give my Transport a recall abillity , that recals a unit(s) to the side of the map , and when it dies have a triger recal all units to death location of a Unit ???
Viking :
could i not simply make a triger that tells a selected unit (viking ) to hit the abillitys at a set time with a loop.
would it not be possible to give my Transport a recall abillity , that recals a unit(s) to the side of the map , and when it dies have a triger recal all units to death location of a Unit ???
Yes that should be an alternative, however issues could arise depending on what you are trying to do in your map. your way would work find as long as there is only 1 transport at a time and you would have to have a different location for every player playing. doing my way accounts for if there are more than 1 transport at a time. So it comes down to what you would want for your map.
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Viking : could i not simply make a triger that tells a selected unit (viking ) to hit the abillitys at a set time with a loop.
yes again this might work as well, haven't tried it, but the theory is sound. Give it a try that way and see what you get. I always think data before triggers because I'm a data guy, but there are usually ways to do stuff in both triggers and data. Sometimes it is easier to do it in triggers. However I don't like triggers because I have to think about multiple people using that trigger when I code for it. When I use data I just have to get it to work for one player and then I know it will work the same way for all players. I say use whatever way you feel most comfortable using.
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Imagine thes Units in a Tug of war type of map ( example Nexus wars ) units dont attack they only have abillitys that proc Automaticly.
1. I have a marauder that does slow ( automaticly while going down a path ) , is it possible to make his SLow effect AOE?
2. a Air transport that flys down a path and picks up uNits as it crosses them , if it dies , all units get droped at Death location
3. and i have a DT that does MC (mind control ) every 5 sec , is it also possible to make that a AOE MC???
4. a Viking that switch from Fighter to Assault mode every 5 or so squares scares ( so , air to grown to air to grown ..ect.. )
Now the question is , is this all done int he data editor ? or am i better of using trigers???
@Selfcreation: Go
Answer: yes assuming this is a ability target then you most certainly can make it an AoE, it has to do with "Search" Type Effects. easy enough to do in the Data Editor.
Answer: This one probably would be better done via triggers, I can't think of a way to do it all in data, especially when the unit dies considering in standard SC2 if a transport dies so do all the loaded units. Depending on what you want more random of which units it picks up or not what I would do is start the first part by having an "Effect - Target" ability that is cast-able on only friendly units (which units it picks could be subject to just about anything you want) then have it put a dummy behavior on the unit. After that the triggers take over and remove the targeted unit from the game and put it into a Unit Variable Array. Probably a 3 tier array (I'm still rough on my understanding of Arrays but this how it would work best) first tier for each player, second tier for the transport and their tier for each different unit picked up by the transport. After that its just a matter of having another trigger go off when the transport dies recalling all the units from the variable array and then creating them where the transport died.
Answer: yes this has the same answer as question one it has to do with using search effects at the target location. All data side
Answer: I believe this could be done either way, however I think the easier way to do it would be via triggers, this one for me is the hardest to think of and I'll consult the Trigger expert on our team (Since I'm the Data expert my trigger knowledge is somewhat limited) and see what he thinks but here's what I do know. In order to get this to work in data it would have to be split over a bunch of different sections the first ability I would do is one that is a effect target for the unit its self that applies a never ending cycle of buffs, (this is essence will be the timer for how often the unit would morph). I'd have to different Behaviors applied via two different Effect Type: "Create Persistent" each that applied one dummy behavior initially and then removes that behavior at the end of the persistent and runs the other "Create Persistent" effect which should create an never ending cyclical timer. Then you would have copied over the standard Morph abilities the viking has but make them both auto cast and start on, then make a requirement for each one being equal to the behavior count of 1 the behavior being one of the behaviors that are in our cyclical count. so the ability could only be cast when the unit has that particular behavior. Anyway all that is just theory Ive never done it, but its exactly how I would try doing it if I did.
that sounds like ALOT of work for something so Simple better get to work , gona start by trying to understand every thing.
Hmm <sub> For the transport: </sub>
would it not be possible to give my Transport a recall abillity , that recals a unit(s) to the side of the map , and when it dies have a triger recal all units to death location of a Unit ???
Viking : could i not simply make a triger that tells a selected unit (viking ) to hit the abillitys at a set time with a loop.
thanx a million , this is going in my notes :P
@Selfcreation: Go
Yes that should be an alternative, however issues could arise depending on what you are trying to do in your map. your way would work find as long as there is only 1 transport at a time and you would have to have a different location for every player playing. doing my way accounts for if there are more than 1 transport at a time. So it comes down to what you would want for your map.
yes again this might work as well, haven't tried it, but the theory is sound. Give it a try that way and see what you get. I always think data before triggers because I'm a data guy, but there are usually ways to do stuff in both triggers and data. Sometimes it is easier to do it in triggers. However I don't like triggers because I have to think about multiple people using that trigger when I code for it. When I use data I just have to get it to work for one player and then I know it will work the same way for all players. I say use whatever way you feel most comfortable using.