Hello once again, gentlemen.
This time, I have a bunch of "simple" questions.
1) How many behaviors a single unit can have at one time ? 64
2) Is it possible to add abilities to a unit (assuming there's already the button in the commande card) ? Nope.
3) How can we set an animation to play at the birth of a unit ? When I try the "ActorCreation/UnitBirth + PlayAnim", there's still a short time where we can see the idle animation.
4) I added a fancy glow-cloud-thing on items when they are on the ground, created by the item's actor when it is created itself. The problem is that the glow persists on the unit that picked them. That's ugly. Stupid error.
5) Is there a way to have only certain effects apply a damage response ? I want some items to have on-hits effects on autoattacks, but I can't use other damage types for spells, as my map uses a Borderlands-like damage system (Physical, Corrosive, Lightning, Fire) which uses each damage type. Plus, there will be more than one hero available, and therefore different autoattack effects, so I can't set the damage response to ativate for one specific effect. Yup.
6) Can damage response stack with each others ? Like, if one item increases physical damage by 50% and another by 100%, how they will react ? Yup, multiplicative
7) After a test... Is it even possible to use a damage response from a behavior applied by an item ? If yes, how does an item reacts when you set it to apply multiple behaviors when equipped ? It is, but it's complicated.
8) Is it possible to have a useable item appear in the command card ? Not directly.
9) Is it possible for a Jump behavior to ignore pathing ? Nope.
10) What exacly the Unified attack speed factor (Buff behavior, Modification, Movement tab) is supposed to do ? I assumed that it's a additive AS multiplier, but it seems that it only takes the greatest value. Note that stacking this with a single stackable behavior works and is actually additive (2 stacks of the same behavior with 100% results in 200% increased AS, but one behavior with 100% and another different with 50% results in 100%).
@ZeShmoutt: Go 1) that's defined for each behavior, not the unit.
2) for that you should give it a Learn ability.
3) blizzard's actor have examples on this, I'm not sure they would fix your issue though.
4) You have to destroy it with an event. I dont know if there are specific events for it, but you could give your item a behavior that is disabled/removed when its picked.
1) 64 I think but the standard game UI only shows about 6 at once.
2) Not denovo but you can reveal them using requirements. 64 cap though and abilities of units the unit morphs into also count. Same for weapons.
3) What event you using to trigger it?
5) Look at the mothership massive void ray vulnerability or read the wiki. The buff behaviour has fields that specify damage effect to be required or excluded.
6) Those are multiplicative.
7) Damage response is only between the unit with the buff and the attacking unit unless you have some linking system (see my symbiote demo map)
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
1) and 2) okay, way more than what I may ever need.
3) I tried either "UnitBirth" and "ActorCreation", same result.
5) Okay, now I understand what this field is supposed to do. Sometimes, the editor's french localization is really weird.
6) Not funny.
7) There was a confusion here. Let's take an example : I actually have an item that increases all physical damage by 50% and decreases all others kind of damage by 25%. To do this, I need 2 behaviors whith damage response (plus one for the item's bonuses to have everything clear). But even i put those 3 behaviors in the item's "Equip behavior" field, it seems that only the first is really applied (in my example, only the attributes)...
And here's another question :
.8) Is it possible to have a useable item appear in the command card ?
3) What other events does the actor have? Remember they can conflict with each other. Check for other events that cause animations to play.
6) Was not meant to be.
7) Buffs have a field that can multiply damage dealt so one buff can do both. Have the first buff use an initial effect that uses a Set effect to apply the others and the other buffs use validators to remove themselves if the first buff is not on the unit.
8 ) Not with standard UI. You could use the buff applied by the item to make the command card slot visible and use Modify Unit effects to adjust the item charge stacks.
3) It has all the standard actor events for a generic unit, plus the one I added to play the animation.
7) I feel stupid to have forgotten that field. A second buff was required to prevent stacking the damage modifications, but not the attributes bonus. Everything works fine now, thanks.
.8) Daaaaaaaamn. Well, I'll have to find a trick.
And once again, another question :
9) Is it possible for a Jump behavior to ignore pathing ?
3) I'll try to find something about that, but I don't remember anything that could interfere.
9) Well... Either I remove any doodads on the cliffs and their respective pathing, or there's no jumping enemies on the map. What a shame.
And another question by the way :
10) What exacly the Unified attack speed factor (Buff behavior, Modification, Movement tab) is supposed to do ? I assumed that it's a additive AS multiplier, but it seems that it only takes the greatest value. Note that stacking this with a single stackable behavior works and is actually additive (2 stacks of the same behavior with 100% results in 200% increased AS, but one behavior with 100% and another different with 50% results in 100%).
Hello once again, gentlemen. This time, I have a bunch of "simple" questions.
1) How many behaviors a single unit can have at one time ? 64
2) Is it possible to add abilities to a unit (assuming there's already the button in the commande card) ? Nope.
3) How can we set an animation to play at the birth of a unit ? When I try the "ActorCreation/UnitBirth + PlayAnim", there's still a short time where we can see the idle animation.
4) I added a fancy glow-cloud-thing on items when they are on the ground, created by the item's actor when it is created itself. The problem is that the glow persists on the unit that picked them. That's ugly. Stupid error.
5) Is there a way to have only certain effects apply a damage response ? I want some items to have on-hits effects on autoattacks, but I can't use other damage types for spells, as my map uses a Borderlands-like damage system (Physical, Corrosive, Lightning, Fire) which uses each damage type. Plus, there will be more than one hero available, and therefore different autoattack effects, so I can't set the damage response to ativate for one specific effect. Yup.
6) Can damage response stack with each others ? Like, if one item increases physical damage by 50% and another by 100%, how they will react ? Yup, multiplicative
7) After a test... Is it even possible to use a damage response from a behavior applied by an item ? If yes, how does an item reacts when you set it to apply multiple behaviors when equipped ? It is, but it's complicated.
8) Is it possible to have a useable item appear in the command card ? Not directly.
9) Is it possible for a Jump behavior to ignore pathing ? Nope.
10) What exacly the Unified attack speed factor (Buff behavior, Modification, Movement tab) is supposed to do ? I assumed that it's a additive AS multiplier, but it seems that it only takes the greatest value. Note that stacking this with a single stackable behavior works and is actually additive (2 stacks of the same behavior with 100% results in 200% increased AS, but one behavior with 100% and another different with 50% results in 100%).
Any ideas ?
@ZeShmoutt: Go 1) that's defined for each behavior, not the unit.
2) for that you should give it a Learn ability.
3) blizzard's actor have examples on this, I'm not sure they would fix your issue though.
4) You have to destroy it with an event. I dont know if there are specific events for it, but you could give your item a behavior that is disabled/removed when its picked.
Well, the first wasn't very clear.
Is there a limit on the number of different behaviors a single unit can handle before the game can't actually add another ?
BTW, 4) fixed. The actor wan't inheriting visibility.
1) 64 I think but the standard game UI only shows about 6 at once.
2) Not denovo but you can reveal them using requirements. 64 cap though and abilities of units the unit morphs into also count. Same for weapons.
3) What event you using to trigger it?
5) Look at the mothership massive void ray vulnerability or read the wiki. The buff behaviour has fields that specify damage effect to be required or excluded.
6) Those are multiplicative.
7) Damage response is only between the unit with the buff and the attacking unit unless you have some linking system (see my symbiote demo map)
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
1) and 2) okay, way more than what I may ever need.
3) I tried either "UnitBirth" and "ActorCreation", same result.
5) Okay, now I understand what this field is supposed to do. Sometimes, the editor's french localization is really weird.
6) Not funny.
7) There was a confusion here. Let's take an example : I actually have an item that increases all physical damage by 50% and decreases all others kind of damage by 25%. To do this, I need 2 behaviors whith damage response (plus one for the item's bonuses to have everything clear). But even i put those 3 behaviors in the item's "Equip behavior" field, it seems that only the first is really applied (in my example, only the attributes)...
And here's another question :
.8) Is it possible to have a useable item appear in the command card ?
@ZeShmoutt: Go
3) What other events does the actor have? Remember they can conflict with each other. Check for other events that cause animations to play.
6) Was not meant to be.
7) Buffs have a field that can multiply damage dealt so one buff can do both. Have the first buff use an initial effect that uses a Set effect to apply the others and the other buffs use validators to remove themselves if the first buff is not on the unit.
8 ) Not with standard UI. You could use the buff applied by the item to make the command card slot visible and use Modify Unit effects to adjust the item charge stacks.
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
3) It has all the standard actor events for a generic unit, plus the one I added to play the animation.
7) I feel stupid to have forgotten that field. A second buff was required to prevent stacking the damage modifications, but not the attributes bonus. Everything works fine now, thanks.
.8) Daaaaaaaamn. Well, I'll have to find a trick.
And once again, another question :
9) Is it possible for a Jump behavior to ignore pathing ?
@ZeShmoutt: Go
3) Probably the standard BSD animation set is causing the issue
9) Nope since the Jumper mover uses the map pathing to know when to jump.
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
3) I'll try to find something about that, but I don't remember anything that could interfere.
9) Well... Either I remove any doodads on the cliffs and their respective pathing, or there's no jumping enemies on the map. What a shame.
And another question by the way :
10) What exacly the Unified attack speed factor (Buff behavior, Modification, Movement tab) is supposed to do ? I assumed that it's a additive AS multiplier, but it seems that it only takes the greatest value. Note that stacking this with a single stackable behavior works and is actually additive (2 stacks of the same behavior with 100% results in 200% increased AS, but one behavior with 100% and another different with 50% results in 100%).