Hello guys. I made an Evasion ability for my hero Zeratul using the Data Editor. Now I'd like for the characters "MISS!" to show up over an enemy unit that attacks Zeratul (when the ability triggers). Could someone tell me how to do that? Thanks in advance.
I'm not sure if this can be done through data. How I would do it with triggers is have a trigger detect when the ability fires, then create a text tag and have it attached to zeratul, fading out after a short period of time.
Honestly had no idea such a thing existed. I guess you could say I'm data-editor phobic. It seems to consume 100% of my process everytime I load it up. Could be cause I have a lot of dependencies loaded and the massive list it needs to populate. Thats one reason why I avoid it unless I really need to. As far as I'm concerned, there hasn't been anything done with data that can't be done with code. And I personally find it easier to code. Its simply weighing between getting frustrated by data, but having a sound implementation, or doing it with code that many have mentioned, is not as efficient as data, but having a much higher level of control over the actors and stuff.
Statistics wise, it probably would takes me 5 minutes to do something in data, including all the load lag (create a model actor and attach it to a unit). With script, it takes only 1 line of code. Which takes 5-10 seconds to type. The difference in results are probably not even noticeable. So yeah.. script potentially allows development to be 60x faster. In the long run, thats a lot of time.
PS: Sorry for sidetracking.. I just needed to vent this. Going through very frustrating times at the moment.
Actually I only knew about text actors cause progammer said something about them on a similar question somebody asked. I agree with you, I try to avoid data, but not by doing things in code instead. I have found that maps that just use melee units are much easier to produce, and with my coding skills i can make them look good.
Use the Automated Refinery text kicker as an example. Make a buff with a damage response that limits the max and min damage taken to 0. Hardened Shield or Kerrigans spell damage reduction buff might be a good start point for knowing which fields to edit. You can then make a dummy effect as the handled effect which is used to create the text kicker.
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FuzzYD, grenegg, Prozaic Muse and DrSuperEvil, thank you for your help. I duplicated the AutomatedRefineryTextKicker4 text actor and got things started. The text shows up. I have 3 things I would like to get help on:
Unfortunately, I wasn't able to get the text to show up over the attacking unit. I set the Events - Terms field to "At Source" and "At Target", but neither of these worked.
Does anyone know why the text doesn't just go straight up? (it moves left or right). I checked AutomatedRefineryTextMover actor and I couldn't figure out a way to make the text just go straight up.
Lastly, the following characters appear around the "Miss!" text in the UI-Text field: <s val="Kicker_Refinery"> </s>. All I want to do is change the color of this text from green to red. Unfortunately, I tried getting rid of the <s> tag and modifying the UI - Color and UI - Fixed Font Size fields, but I couldn't create a style setting close to the one I want.
Can anyone help me with these 3 things? Thanks in advance.
Just get the dummy effect handled to create the text kicker on impact since that is launched at the attaacker if the damage response is set to defender. With the colour setting they use the same as the map loading screen editor under map properties. I find this a bit more user friendly and you can just copy and paste from it. try <c val="FF0000">Miss!</c>. As for style you need to choose that.
I don't fully understand what you mean. I created a generic effect called EvasionHandled. Then I put this effect in the Handled field of the Evasion behavior's Combat - Damage Response + field. I modified the text kicker's Events so that the kicker would be created when EvasionHandled started or stopped. However, when I tested my map, no text showed up.
Also, does anyone know how I can modify the "Kicker_Refinery" text style so that I can change only its color from green to red? Thanks.
The Evasion behavior is given to Zeratul (the hero). I believe the Evasion behavior reduces damage inflicted on Zeratul to 0. I don't know what unit EvasionHandled is occuring on. I just opened up the Evasion behavior's Combat - Damage Response + field and put the generic effect EvasionHandled in the Handled field. When I tested it, no text showed up. I'll attach my map just in case The behavior's name is Evasion and the Ability's name is Evasion. EvasionText is the name of the text kicker actor.
Stupid me! Your text string suggestion worked. The first time I tried it, I deleted the style. But this time I just had both of them and I got the desired effect. Thanks! Now I hope I can get the text "Miss!" to go over the enemy unit.
I tried putting in an "At" term. Don't know how to change the scope. Also, I couldn't find out what was causing the text to move left.
It's okay, though, I'm happy with what I have. I have the word "Evade!" appearing over Zeratul when the ability is triggered. That might even be better than having "Miss!" appear over the enemy's head. I might change things later. But for now, my goal is to get my project finished, so I don't mind cutting a few corners. Thanks for your help Kueken and DrSuperEvil.
I didn't read any responses but I might look at how the auto-refinery works. I know the text that says "4" every x seconds is in the actors somewhere and it is editable. That might be an efficient way of having it say something right above the unit.
Hello guys. I made an Evasion ability for my hero Zeratul using the Data Editor. Now I'd like for the characters "MISS!" to show up over an enemy unit that attacks Zeratul (when the ability triggers). Could someone tell me how to do that? Thanks in advance.
@Marec7: Go
I'm not sure if this can be done through data. How I would do it with triggers is have a trigger detect when the ability fires, then create a text tag and have it attached to zeratul, fading out after a short period of time.
@FuzzYD: Go
Text actor's should be able to do it.
@grenegg: Go
Honestly had no idea such a thing existed. I guess you could say I'm data-editor phobic. It seems to consume 100% of my process everytime I load it up. Could be cause I have a lot of dependencies loaded and the massive list it needs to populate. Thats one reason why I avoid it unless I really need to. As far as I'm concerned, there hasn't been anything done with data that can't be done with code. And I personally find it easier to code. Its simply weighing between getting frustrated by data, but having a sound implementation, or doing it with code that many have mentioned, is not as efficient as data, but having a much higher level of control over the actors and stuff.
Statistics wise, it probably would takes me 5 minutes to do something in data, including all the load lag (create a model actor and attach it to a unit). With script, it takes only 1 line of code. Which takes 5-10 seconds to type. The difference in results are probably not even noticeable. So yeah.. script potentially allows development to be 60x faster. In the long run, thats a lot of time.
PS: Sorry for sidetracking.. I just needed to vent this. Going through very frustrating times at the moment.
@FuzzYD: Go
Actually I only knew about text actors cause progammer said something about them on a similar question somebody asked. I agree with you, I try to avoid data, but not by doing things in code instead. I have found that maps that just use melee units are much easier to produce, and with my coding skills i can make them look good.
:(
Assuming evasion is setup using behaviors:
Create a Text Actor with the desired settings, then include the following Actor Event (Events+):
You can use the At Term to have it show up on the attacking unit OR your hero. Up to you.
Use the Automated Refinery text kicker as an example. Make a buff with a damage response that limits the max and min damage taken to 0. Hardened Shield or Kerrigans spell damage reduction buff might be a good start point for knowing which fields to edit. You can then make a dummy effect as the handled effect which is used to create the text kicker.
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
FuzzYD, grenegg, Prozaic Muse and DrSuperEvil, thank you for your help. I duplicated the AutomatedRefineryTextKicker4 text actor and got things started. The text shows up. I have 3 things I would like to get help on:
Unfortunately, I wasn't able to get the text to show up over the attacking unit. I set the Events - Terms field to "At Source" and "At Target", but neither of these worked.
Does anyone know why the text doesn't just go straight up? (it moves left or right). I checked AutomatedRefineryTextMover actor and I couldn't figure out a way to make the text just go straight up.
Lastly, the following characters appear around the "Miss!" text in the UI-Text field: <s val="Kicker_Refinery"> </s>. All I want to do is change the color of this text from green to red. Unfortunately, I tried getting rid of the <s> tag and modifying the UI - Color and UI - Fixed Font Size fields, but I couldn't create a style setting close to the one I want.
Can anyone help me with these 3 things? Thanks in advance.
Just get the dummy effect handled to create the text kicker on impact since that is launched at the attaacker if the damage response is set to defender. With the colour setting they use the same as the map loading screen editor under map properties. I find this a bit more user friendly and you can just copy and paste from it. try <c val="FF0000">Miss!</c>. As for style you need to choose that.
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
I don't fully understand what you mean. I created a generic effect called EvasionHandled. Then I put this effect in the Handled field of the Evasion behavior's Combat - Damage Response + field. I modified the text kicker's Events so that the kicker would be created when EvasionHandled started or stopped. However, when I tested my map, no text showed up.
Also, does anyone know how I can modify the "Kicker_Refinery" text style so that I can change only its color from green to red? Thanks.
On what unit is EvasionHandled occuring is it only hamppening on the caster or is it actually being applied the the target?
Secondly just try using the <c val="FF0000">Miss!</c> string it might work
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
The Evasion behavior is given to Zeratul (the hero). I believe the Evasion behavior reduces damage inflicted on Zeratul to 0. I don't know what unit EvasionHandled is occuring on. I just opened up the Evasion behavior's Combat - Damage Response + field and put the generic effect EvasionHandled in the Handled field. When I tested it, no text showed up. I'll attach my map just in case The behavior's name is Evasion and the Ability's name is Evasion. EvasionText is the name of the text kicker actor.
Stupid me! Your text string suggestion worked. The first time I tried it, I deleted the style. But this time I just had both of them and I got the desired effect. Thanks! Now I hope I can get the text "Miss!" to go over the enemy unit.
Either add an "at" term to the creation event or change the scope.
The going in the wrong diection sounds like your mover is being ordered to move in the wrong axis.
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
I tried putting in an "At" term. Don't know how to change the scope. Also, I couldn't find out what was causing the text to move left.
It's okay, though, I'm happy with what I have. I have the word "Evade!" appearing over Zeratul when the ability is triggered. That might even be better than having "Miss!" appear over the enemy's head. I might change things later. But for now, my goal is to get my project finished, so I don't mind cutting a few corners. Thanks for your help Kueken and DrSuperEvil.
@Marec7: Go
Good luck :P
@grenegg: Go
Thank you :)
I didn't read any responses but I might look at how the auto-refinery works. I know the text that says "4" every x seconds is in the actors somewhere and it is editable. That might be an efficient way of having it say something right above the unit.
@REDlandry: Go
Thanks for the tip REDlandry. I was able to modify the auto-refinery actor so that I could get text to show up over my unit. Thanks :).
So how is that any different from what I said from the very beginning?
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