Just understand how the behaviour functions. On fatal damage response it applies a second buff making the unit invulnerable/untargetable that after the duration heals it fully while the first buff reduces damage taken on the fatal shot to 0. When the second behaviour is removed the unit is no longer incapacitated via various flags (before the stun one).
So does that mean' that If I set First Buff to = 1 it will set the Hero Units HP Percentage(Max) to 1% of its current HP and at the same time fully invulnerable ?
I kinda get your point here, aaaaaand I only need its Behavior Effects and without the Visuals' Like hiding a unit from sight' and adding a - Target - to - Point stuff like that, But i should probably focus more on Trigger other than this. Anyways' Still trying to figure out how to hide the unit instead of applying the laydown death effect. Or add up Protoss Small Death atleast.
Btw' Is there a way to add Centrifugal Hooks to a Baneling' without applying its upgrade ? It was kinda confusing diggin out Data Editor, Such help will be very much appreciated thanks.
First off, I assume you are trying to simply revive a unit, you do not care if it's with that behavior or not, as long as it's revived.
To do this go to you unit, and find the Stats: Death Time field, and set it to -1
Now create a trigger, like this
ReviveEventsUnit-AnyUnitdiesLocalVariablesConditions------- Unit Type Classification Check------- To check if the unit has the Hero flag checked((Unittypeof(Triggeringunit))isHero)==TrueActions------- Wait time before the unit is revivedGeneral-Wait10.0GameTimeseconds------- Moves the unit to a revive locationUnit-Move(Triggeringunit)instantlytoPoint001(NoBlend)------- Revives the unit, and set's it's vitals to 100%Unit-Revive(Triggeringunit)Unit-Set(Triggeringunit)Shields(Percent)to100.0Unit-Set(Triggeringunit)Life(Percent)to100.0Unit-Set(Triggeringunit)Energy(Percent)to100.0
Not literally, But I'm trying to lessen Revive's [Valerian02] data function' to make it lagless. Without its Visuals tho, Which was pretty much irritating to see with a bug' and sorry but I dont have the Deluxe Copy right now' I currently am using a Retail one' and Incomplete.
Demtrod' I finally got your point with the -1 Death Time stuff.'
and I noticed that if you'd set it to negative one it will pave way for the Valerian02 Incap to better execute it smoothly' or adjusted accordingly.
Now last question' xD
How do ya guys manipulate an actor using event+ like the one with the Valerian02 visual' With its events' I got used mainly to attaching an m3 as an add'on other than using built-in catalogs?.
Like just for example.
"Valerian02 Actor = uses Event+ to properly maneuver its actions just as how when a Unit Dies, it lays down and waits for a duration of 20 seconds then stands up after Incapacitated" or that's how I interpret things with it.
Well, think of actor events as you think of the trigger, is has an event, an option for conditions (Terms) and an action. A lot of stuff can be done from there, but as you might have learned by now, actors are 100% visual.
As this is such an open question, it's hard to not give an open ansver, so if you want have a more specific ansver, please specify your question :)
I mean the one like to Sotis_ It was probably a remake or did he remove some Event add-ons? Unlike the visual where you would be stunned then lays down..
Is there a better way to recreate Valerian02- Incap with lesser visual but with better Qualities?
Alike to Sotis.
If anybody could suggest something. Thanks'
and I wanna recreate scroll of town portal either, Probably gonna use Mothership Recall - then apply as Item Buff
To revive a unit, set the Death time to -1 and use the Revive unit function with a trigger. By far the easiest and most efficient way to do it.
(If the unit is a hero, the hero icon will be there when it's dead)
@Demtrod: Go
You mean set Valerian02's duration to -1 ? or the Unit Itself ?
Just understand how the behaviour functions. On fatal damage response it applies a second buff making the unit invulnerable/untargetable that after the duration heals it fully while the first buff reduces damage taken on the fatal shot to 0. When the second behaviour is removed the unit is no longer incapacitated via various flags (before the stun one).
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
So does that mean' that If I set First Buff to = 1 it will set the Hero Units HP Percentage(Max) to 1% of its current HP and at the same time fully invulnerable ?
I kinda get your point here, aaaaaand I only need its Behavior Effects and without the Visuals' Like hiding a unit from sight' and adding a - Target - to - Point stuff like that, But i should probably focus more on Trigger other than this. Anyways' Still trying to figure out how to hide the unit instead of applying the laydown death effect. Or add up Protoss Small Death atleast.
Btw' Is there a way to add Centrifugal Hooks to a Baneling' without applying its upgrade ? It was kinda confusing diggin out Data Editor, Such help will be very much appreciated thanks.
First off, I assume you are trying to simply revive a unit, you do not care if it's with that behavior or not, as long as it's revived.
To do this go to you unit, and find the Stats: Death Time field, and set it to -1
Now create a trigger, like this
@Demtrod: Go
Not literally, But I'm trying to lessen Revive's [Valerian02] data function' to make it lagless. Without its Visuals tho, Which was pretty much irritating to see with a bug' and sorry but I dont have the Deluxe Copy right now' I currently am using a Retail one' and Incomplete.
I should probably wait till I get to college.
I'm currently warming up with C + + when I started scripting using World Editor, then Galaxy Editor.
@Mugen245: Go
In that case, DrSuperEvil very clearly explained it in his post :)
@Demtrod: Go
Demtrod' I finally got your point with the -1 Death Time stuff.'
and I noticed that if you'd set it to negative one it will pave way for the Valerian02 Incap to better execute it smoothly' or adjusted accordingly.
Now last question' xD
How do ya guys manipulate an actor using event+ like the one with the Valerian02 visual' With its events' I got used mainly to attaching an m3 as an add'on other than using built-in catalogs?.
Like just for example.
"Valerian02 Actor = uses Event+ to properly maneuver its actions just as how when a Unit Dies, it lays down and waits for a duration of 20 seconds then stands up after Incapacitated" or that's how I interpret things with it.
The editor itself is one complexicated engine.
Well, think of actor events as you think of the trigger, is has an event, an option for conditions (Terms) and an action. A lot of stuff can be done from there, but as you might have learned by now, actors are 100% visual.
As this is such an open question, it's hard to not give an open ansver, so if you want have a more specific ansver, please specify your question :)
@Demtrod: Go
I mean the one like to Sotis_ It was probably a remake or did he remove some Event add-ons? Unlike the visual where you would be stunned then lays down..
Saving Grace was the name of the Behavior.
btw' Tonsa question is bugging my mind right now.
How do you remake Warcraft 3's Tavern, the one where you could spawn heroes with. http://www.sc2mapster.com/forums/development/data/50365-issue-duplicate-units-spawning-from-train/#p3 like the one here' Called Slayer Altar however in my case I would turn it into Merc Haven Bar.. Thanks
I really should and probably study C + + right now. xD
and thanks about the 100% Visual stuff' Since I could self-study manually' Unless I'm lacking some very necessary fundamentals to base with.