Hi guys, i want to make ability, similiar to broodling escort, but i want this small units to repair host unit. So basicaly create some tank or other mech unit and give him repairing drone wich will follow it and healing in battle. I tried to make such ability based on arm magazine, but when i attacking some enemy units, this droid doesnt heal me. it start healing only when i stop or attacking with 'A' key on the ground. Any ideas how to fix this????. Also i want this healing beam hit my tank in random points like generic attack, so it will looks like real welding. Any help will be appreciated. And sry for my poor english, im from ukraine
okay, but how about to create issue order effect "attack cancel" instead of heal, would it work? please can you tell what fields i need to fill in this effect to link it to host unit, im pretty new to editor. i see there fields like target-target+ and unit-unit+, im just trying to translate what i see, cuz i have russian version of the editor. Please, can you explain the process in more details?
Canceling attack will not work because each time the weapon fires they will be ordered to attack so it is easier to just force them to use the desired ability immediately. On launch from the arm magazine ability you can cast an effect. When launched you can link the launched unit to the launching unit using a small search area linked to a persistent effect that is cast on the host unit. You can then use a damage response on attack from a buff using that persistent to apply effects to the host unit at any distance such as ordering the caster to do whatever to the host.
Man, i've found this thread http://www.sc2mapster.com/forums/development/data/23559-making-medivac-follow-players-units-near-medivac/ and made all things you described in post #5. I just added buff to healer and used medivac healing ability instead of move like in that thread. now all work fine, thx to you. But how about visualisation i've asked before, i want healing beam hit unit model in different areas, like any beam weapon, is it possible?
Recently i created another ability, it is a buff, wich has a X % chance to perform effect as damage response. How to make this event happens no more than 1 time per second, for example? Also i'd like to know why some buffs displays in left corner (like status) and other in ability field.
Also i noticed some strange things in such kind of behaviour. I set chance on hit to 5 % but when my caster attacked by 10+ enemies this effect happens very often, it can trigger even from first unit attack. But when my caster attacked only by one unit it happens once per 20 hits or so.
Is there any tricky shit with such kind of ability i should avoid?
1. You will find there is a Combat - Damage Response - Cost - Cooldown - Time Use field, this adds a cooldown to the damage response each time it is used
2. What you mean by behaviours in the ability field? Maybe send a screenshow of what you mean. Often passive buttons are used that are shown when the requirements are met while the actual behaviour is hidden.
3. Damage response chance is the chance to occur each time the unit is hit. With 10+ units that is 10+ hits each salvo with a 5% chance to trigger the effect so easily about a 50% chance per salvo
4. you can exclude some effects from triggering the damage response using the Combat - Damage Response - Exclude Effect Array field. Chance wise each stack of the buff is additive so 2 stacks of a 5% damage response = 10% (useful for evasion like skills). You can always use a Set effect with the effect tree and a Remove Behavior effect to stop it firing multiple times.
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Yep, i've just figured out this cost stuff myself , anyway thanks for response. I am probably call things by the wrong names, What i mean is ,for example, buff like hardened shield of immortals or whatever it calls in english version, shows as ability. but when i created previous ability with search area effect, it was showing in left corner of the interface, near minimap. Where i can set up this things?
Under the command card of the Units data type you will find a Command Type called Passive. This can then be linked to a button from the Buttons data type and a requirement that changes if it is shown or not. Under the buffs you find a field called Stats - Flags which allows you to set the buff as hidden. All you then need to do is make a requirement that shows the button if the buff behaviour is completed at the unit.
You find the immortal and mothership do exactly the same thing. Also here is a map where I use that concept alot.
Wow this is so small map, but there are many things to learn from it at least for such novice as me. Thx alot. Also have another question ;d. In data editor i found unit Maar and get interested with his psionic shockwave ability. How to set the distance at which units will be thrown out of caster? I saw force effects tutorial, and tried to play with weight and force fields in force effect, but that did not bring significant results.
There are four factors affecting how far a force effect launches stuff. The Effect - Amount and Effect - Mass Fraction fields of the Apply Force effect, the Stats - Mass of the unit and the time period over which the force is applied. If you look at the Left 2 Die mod and look at the headbutt ability of the ultralisk like unit you will find it applies a much stronger apply force effect sending units further.
Help needed again! I want to add some kind of AI to my healing follower from my first ability. So i want him to check unit's HP and if hp is lower than 50% it change his target (target of healing spell) to this wounded unit and start healing him until it's HP increase over 50%. By that time healer will ignore health check in area and other wounded units, except host unit. It will start healing host unit if it health drop to 40% until it get at least 75% HP for example. I spent lots of time working with validators but i realy stuck with this stuff and seems like im going nowhere. Probably i should tweak medic heal ability so it will suit my needs, or maybe i should forget this idea and it cannot be done through data editor? Also i dont know where i need to put validators. it has to be set only for issue order effect or for ability too? =(
Sounds like you need to use a rapid periodic Set effect with one branch of the set effect having a Search Area effect (1 max count) on the host unit that uses a Switch effect that if host hp is >40% and it lacks the "busy buff" it applies a Create Persistent on the target of the search that has a validator that the target must be under 50% hp. The other branch of the switch effect operates if the host hp is less than 40% or has the "busy buff" (use a combine validator for this) and uses an Apply Behavior effect to apply a "busy buff" that periodically uses the same Create Peristent effect on the host the other branch of the switch uses. The busy buff is removed if the host is over 75% hp.
The second branch of the first Set effect uses a Search Area effect that uses an Issue Order effect with a validator that it must be the follower unit and set the Target - Target - Effect to your Create Persistent. The Issue Order effect is made to use your heal ability.
If done right the issue order will use the target of the create persistent effect as a frame of reference for it's own target.
You may need to fidget with the flags of the Create Persistent
I believe you can also use the targets of Search Area effects as well as Create Persistent effects in those fields.
If your host unit lacks a weapon/attack ability things will be alot easier.
Man i was tweaking this validators and i dont get who is Host unit in relation to arm magazine unit ? Unit origin i guess or what. Cuz i cant even check host's HP with validator aplied to any ability of arm magazine unit..I just cant set target of any ability that cast arm magazine unit to host only. That sucks.... i also face another problem. When my host moving and healer starts to follow , it continue checking the area and return to the wounded unit until host unit is far away, only in that case healer moving to it. To fix this issue i tried to create validator, which will cancel issue order effect if healer is moving but i dont know why it doesnt work. :((
Btw, how does period of searching area and radius affect performance? Is it critical?
With Arm Magazine every time the host fires the weapon/uses the Attack ability it forces the ammo units to target the target of the weapon scope. You need a period faster than this so it does not affect their functions. So what exactly do you want the healers to do when the host moves?
As for radius, that merely affects how far they can opperate unless it conflicts with the leash range of the Arm Magazine ability.
With the Arm Magazine ability the Effect - Effects field uses the ammo units as the caster. As mentioned in the link in post #2 you can simulate the host/caster relationship using a persistent effect applied to the host on launch and then use that as a reference to the caster through one method or another.
Your expectations seem to keep changing. Maybe you could explain everything you want from that unit?
Yes i moved from my first concept. So, im just adding functionality i want from this unit to my posts. This unit will never be launched as ammo, its just unselectable follower wich cannot accept direct commands. So i want this to be something as psyonic wisp( XD) that has two modes : defence and offence(stole your idea from map =) and when this whisp is in offence mode there are no any problem with that, i just adding any weapon and it start shooting host's targets. Excelent. In defence mode i want him to heal me and my party, but host unit is a prefereable target of course, and when im leaving place where allies stand i want this whisp moving to me( this issue i just fixed myself through validator so nvm, just didnt see that im canceling issue order "heal" when unit stops, not moves ;)
Also i have a few other ideas for this like dispel skill or something which will force whisp to remove negative buffs from host in defence mode. Hope i clarified general ideas and my needs.
And as for radius and period i mean system performance (my PC) Sry for my english again :D.
I'm just creating this stuff for learning purposes, started with editing just about week ago, and definitely need some resources for learning. Your posts are very helpfull thx man, probably you could advice some good resourses about editor cuz wiki on this site is pretty unfinished, there are much more things that you cant find in it compared to things that you can find.
1) How to compare two units by current hp and force healer to heal most wounded?
2) Every cycle of persistant that uses search area my healer continiously switching from one unit to another if two or more units are wounded in that area, how to deal with that? I tried to create switch effect that will disable persistant(remove buff with period count-1) if the unit get order to heal but that doesnt work
3) And how to create that busy buff you described above?
1) Dont know off the top of my head will need to think on that one. Maybe a cleverly manipulated Enumerate Area validator
2) Give the Search Area a target sort that prioritizes targets by distance followed by life fraction?
3) Just make any buff give it a Unit Compare Vital validator in the remove field, your persistent effect used by the other parts of the ability in the Effect - Effect - Periodic field and adjust the period in the Stats - Period field. The main function of the buff is for the validators of the switch effect to prevent the healer being ordered to heal other units as soon as the host is over 40% hp.
The only resources I can recommend for the editor are the campaign requirements and the left 2 die mod made by blizzard. Also the Data, Tutorials and Miscellaneous forums of this site. Trial and error plays a big role, having a scientific approach to making stuff often helps with finding the bugs.
Hi guys, i want to make ability, similiar to broodling escort, but i want this small units to repair host unit. So basicaly create some tank or other mech unit and give him repairing drone wich will follow it and healing in battle. I tried to make such ability based on arm magazine, but when i attacking some enemy units, this droid doesnt heal me. it start healing only when i stop or attacking with 'A' key on the ground. Any ideas how to fix this????. Also i want this healing beam hit my tank in random points like generic attack, so it will looks like real welding. Any help will be appreciated. And sry for my poor english, im from ukraine
This is a common problem with the arm magazine ability in that the attack ability + weapon results in the ammo unit being ordered to attack the target unit of the host. A way around it is to use an issue order effect linking it to the host. In this thread most of the basics were covered http://www.sc2mapster.com/forums/development/data/21050-help-me-create-a-heal-station/?page=5#p92
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okay, but how about to create issue order effect "attack cancel" instead of heal, would it work? please can you tell what fields i need to fill in this effect to link it to host unit, im pretty new to editor. i see there fields like target-target+ and unit-unit+, im just trying to translate what i see, cuz i have russian version of the editor. Please, can you explain the process in more details?
Canceling attack will not work because each time the weapon fires they will be ordered to attack so it is easier to just force them to use the desired ability immediately. On launch from the arm magazine ability you can cast an effect. When launched you can link the launched unit to the launching unit using a small search area linked to a persistent effect that is cast on the host unit. You can then use a damage response on attack from a buff using that persistent to apply effects to the host unit at any distance such as ordering the caster to do whatever to the host.
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
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Man, i've found this thread http://www.sc2mapster.com/forums/development/data/23559-making-medivac-follow-players-units-near-medivac/ and made all things you described in post #5. I just added buff to healer and used medivac healing ability instead of move like in that thread. now all work fine, thx to you. But how about visualisation i've asked before, i want healing beam hit unit model in different areas, like any beam weapon, is it possible?
All depends on your Action Actor used use the wiki page to determine what everything does.
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
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Recently i created another ability, it is a buff, wich has a X % chance to perform effect as damage response. How to make this event happens no more than 1 time per second, for example? Also i'd like to know why some buffs displays in left corner (like status) and other in ability field.
Also i noticed some strange things in such kind of behaviour. I set chance on hit to 5 % but when my caster attacked by 10+ enemies this effect happens very often, it can trigger even from first unit attack. But when my caster attacked only by one unit it happens once per 20 hits or so.
Is there any tricky shit with such kind of ability i should avoid?
1. You will find there is a Combat - Damage Response - Cost - Cooldown - Time Use field, this adds a cooldown to the damage response each time it is used
2. What you mean by behaviours in the ability field? Maybe send a screenshow of what you mean. Often passive buttons are used that are shown when the requirements are met while the actual behaviour is hidden.
3. Damage response chance is the chance to occur each time the unit is hit. With 10+ units that is 10+ hits each salvo with a 5% chance to trigger the effect so easily about a 50% chance per salvo
4. you can exclude some effects from triggering the damage response using the Combat - Damage Response - Exclude Effect Array field. Chance wise each stack of the buff is additive so 2 stacks of a 5% damage response = 10% (useful for evasion like skills). You can always use a Set effect with the effect tree and a Remove Behavior effect to stop it firing multiple times.
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
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Yep, i've just figured out this cost stuff myself , anyway thanks for response. I am probably call things by the wrong names, What i mean is ,for example, buff like hardened shield of immortals or whatever it calls in english version, shows as ability. but when i created previous ability with search area effect, it was showing in left corner of the interface, near minimap. Where i can set up this things?
Under the command card of the Units data type you will find a Command Type called Passive. This can then be linked to a button from the Buttons data type and a requirement that changes if it is shown or not. Under the buffs you find a field called Stats - Flags which allows you to set the buff as hidden. All you then need to do is make a requirement that shows the button if the buff behaviour is completed at the unit.
You find the immortal and mothership do exactly the same thing. Also here is a map where I use that concept alot.
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
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Wow this is so small map, but there are many things to learn from it at least for such novice as me. Thx alot. Also have another question ;d. In data editor i found unit Maar and get interested with his psionic shockwave ability. How to set the distance at which units will be thrown out of caster? I saw force effects tutorial, and tried to play with weight and force fields in force effect, but that did not bring significant results.
There are four factors affecting how far a force effect launches stuff. The Effect - Amount and Effect - Mass Fraction fields of the Apply Force effect, the Stats - Mass of the unit and the time period over which the force is applied. If you look at the Left 2 Die mod and look at the headbutt ability of the ultralisk like unit you will find it applies a much stronger apply force effect sending units further.
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
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Help needed again! I want to add some kind of AI to my healing follower from my first ability. So i want him to check unit's HP and if hp is lower than 50% it change his target (target of healing spell) to this wounded unit and start healing him until it's HP increase over 50%. By that time healer will ignore health check in area and other wounded units, except host unit. It will start healing host unit if it health drop to 40% until it get at least 75% HP for example. I spent lots of time working with validators but i realy stuck with this stuff and seems like im going nowhere. Probably i should tweak medic heal ability so it will suit my needs, or maybe i should forget this idea and it cannot be done through data editor? Also i dont know where i need to put validators. it has to be set only for issue order effect or for ability too? =(
Sounds like you need to use a rapid periodic Set effect with one branch of the set effect having a Search Area effect (1 max count) on the host unit that uses a Switch effect that if host hp is >40% and it lacks the "busy buff" it applies a Create Persistent on the target of the search that has a validator that the target must be under 50% hp. The other branch of the switch effect operates if the host hp is less than 40% or has the "busy buff" (use a combine validator for this) and uses an Apply Behavior effect to apply a "busy buff" that periodically uses the same Create Peristent effect on the host the other branch of the switch uses. The busy buff is removed if the host is over 75% hp.
The second branch of the first Set effect uses a Search Area effect that uses an Issue Order effect with a validator that it must be the follower unit and set the Target - Target - Effect to your Create Persistent. The Issue Order effect is made to use your heal ability.
If done right the issue order will use the target of the create persistent effect as a frame of reference for it's own target.
You may need to fidget with the flags of the Create Persistent
I believe you can also use the targets of Search Area effects as well as Create Persistent effects in those fields.
If your host unit lacks a weapon/attack ability things will be alot easier.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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Man i was tweaking this validators and i dont get who is Host unit in relation to arm magazine unit ? Unit origin i guess or what. Cuz i cant even check host's HP with validator aplied to any ability of arm magazine unit..I just cant set target of any ability that cast arm magazine unit to host only. That sucks.... i also face another problem. When my host moving and healer starts to follow , it continue checking the area and return to the wounded unit until host unit is far away, only in that case healer moving to it. To fix this issue i tried to create validator, which will cancel issue order effect if healer is moving but i dont know why it doesnt work. :((
Btw, how does period of searching area and radius affect performance? Is it critical?
With Arm Magazine every time the host fires the weapon/uses the Attack ability it forces the ammo units to target the target of the weapon scope. You need a period faster than this so it does not affect their functions. So what exactly do you want the healers to do when the host moves?
As for radius, that merely affects how far they can opperate unless it conflicts with the leash range of the Arm Magazine ability.
With the Arm Magazine ability the Effect - Effects field uses the ammo units as the caster. As mentioned in the link in post #2 you can simulate the host/caster relationship using a persistent effect applied to the host on launch and then use that as a reference to the caster through one method or another.
Your expectations seem to keep changing. Maybe you could explain everything you want from that unit?
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
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Yes i moved from my first concept. So, im just adding functionality i want from this unit to my posts. This unit will never be launched as ammo, its just unselectable follower wich cannot accept direct commands. So i want this to be something as psyonic wisp( XD) that has two modes : defence and offence(stole your idea from map =) and when this whisp is in offence mode there are no any problem with that, i just adding any weapon and it start shooting host's targets. Excelent. In defence mode i want him to heal me and my party, but host unit is a prefereable target of course, and when im leaving place where allies stand i want this whisp moving to me( this issue i just fixed myself through validator so nvm, just didnt see that im canceling issue order "heal" when unit stops, not moves ;) Also i have a few other ideas for this like dispel skill or something which will force whisp to remove negative buffs from host in defence mode. Hope i clarified general ideas and my needs.
And as for radius and period i mean system performance (my PC) Sry for my english again :D.
I'm just creating this stuff for learning purposes, started with editing just about week ago, and definitely need some resources for learning. Your posts are very helpfull thx man, probably you could advice some good resourses about editor cuz wiki on this site is pretty unfinished, there are much more things that you cant find in it compared to things that you can find.
Well if it is not created by the Arm Magazine ability, then how does it recognize it's host as it's host and not any other unit of the same type?
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Please help with this:
1) How to compare two units by current hp and force healer to heal most wounded?
2) Every cycle of persistant that uses search area my healer continiously switching from one unit to another if two or more units are wounded in that area, how to deal with that? I tried to create switch effect that will disable persistant(remove buff with period count-1) if the unit get order to heal but that doesnt work
3) And how to create that busy buff you described above?
1) Dont know off the top of my head will need to think on that one. Maybe a cleverly manipulated Enumerate Area validator
2) Give the Search Area a target sort that prioritizes targets by distance followed by life fraction?
3) Just make any buff give it a Unit Compare Vital validator in the remove field, your persistent effect used by the other parts of the ability in the Effect - Effect - Periodic field and adjust the period in the Stats - Period field. The main function of the buff is for the validators of the switch effect to prevent the healer being ordered to heal other units as soon as the host is over 40% hp.
The only resources I can recommend for the editor are the campaign requirements and the left 2 die mod made by blizzard. Also the Data, Tutorials and Miscellaneous forums of this site. Trial and error plays a big role, having a scientific approach to making stuff often helps with finding the bugs.
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
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