I originally posted in the development section
http://www.sc2mapster.com/forums/development/map-development/36007-high-ground-mechanic/
but it belongs in this section... (this section seems to get more action anyway, a tournament with hundreds of dollars prize pool is waiting for this, and I'm running low on time >.<)... please delete old post in favor of this one if necessary.
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GOAL: (1) If a unit on low ground attacks a unit on high ground, it does -30% damage (0.7 fraction). (2) If a unit attacks something on the same level or lower, it does full 100% damage. (3) Persistent through whole game. and (if it matters) (4) Should work on an individual basis, as in simultaneously in big/multiple battles. (5) Should be easily implemented into a Mod, as in not relying on regions (I think?).
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I've been a Melee mapmaker since the beta, but I've now decided to make my first Mod, and it requires a High Ground Mechanic. This is most of the editor work for the official FRB (Fewer Resources per Base) Mod, if that means anything to you; credit for helping will be given where due.
I've spent many hours trying to figure this out >.< I might be decent with the Data Editor now *celebrate*. I've searched this website for a long time and looked through the tutorials too, so please forgive me if I'm going about adding a High Ground Mechanic all wrong. But the framework for some of this seems to be there?
Data Editor -> Behaviors -> Neutral -> Buff -> "Damage Taken Minimal" - that does a factor of 0.1 but we want 0.7, but you get the idea
I've added the behavior to units, without validator the damage reduction works, but doesn't account for high ground and works on everything. I've tried working with Effects -> Apply Behavior too, no luck. Am I just getting the Validator wrong?
I donno.. I thought I had it.. but maybe the Data Editor is the wrong place. The Trigger Editor seems too unlikely to work for how hard it will be to learn lol. Please Help!!! I beg u!!! Helping = many esports dollars :>
(from @DrSuperEvil: Go)
I would apply a buff that then adds 4 other buffs each disabled by a combine validator of Location Compare Cliff Level and Unit Order Queue. That way when attacking something over a cliff level the buff will activate. The buffs then use the Combat - Modification - Damage Dealt Faction field to adjust the damage.
An alternative is just give each weapon a Set effect that uses 5 different Damage effects, with 4 having your Location Compare Cliff Level validators to disable them unless fighting over the cliff.
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But I don't really understand all of that, as I mention here
What is all this for? I don't know what to do with all these extra things :o
plz forgive ignorance >.< /beg
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BTW
(1) I need to apply this to dozens of units, so hopefully as simple as possible to implement
(2) I want unit's damage to be -30% when attacking uphill, NOT +30% unless attacking uphill.
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I originally posted in the development section http://www.sc2mapster.com/forums/development/map-development/36007-high-ground-mechanic/ but it belongs in this section... (this section seems to get more action anyway, a tournament with hundreds of dollars prize pool is waiting for this, and I'm running low on time >.<)... please delete old post in favor of this one if necessary.
-GOAL: (1) If a unit on low ground attacks a unit on high ground, it does -30% damage (0.7 fraction). (2) If a unit attacks something on the same level or lower, it does full 100% damage. (3) Persistent through whole game. and (if it matters) (4) Should work on an individual basis, as in simultaneously in big/multiple battles. (5) Should be easily implemented into a Mod, as in not relying on regions (I think?).
-I've been a Melee mapmaker since the beta, but I've now decided to make my first Mod, and it requires a High Ground Mechanic. This is most of the editor work for the official FRB (Fewer Resources per Base) Mod, if that means anything to you; credit for helping will be given where due.
I've spent many hours trying to figure this out >.< I might be decent with the Data Editor now *celebrate*. I've searched this website for a long time and looked through the tutorials too, so please forgive me if I'm going about adding a High Ground Mechanic all wrong. But the framework for some of this seems to be there?
Data Editor -> Behaviors -> Neutral -> Buff -> "Damage Taken Minimal" - that does a factor of 0.1 but we want 0.7, but you get the idea
Data Editor -> Validators -> Location Compare Cliff Level -> "Cliff Level Lesser" - completely wrong?
I've added the behavior to units, without validator the damage reduction works, but doesn't account for high ground and works on everything. I've tried working with Effects -> Apply Behavior too, no luck. Am I just getting the Validator wrong?
I donno.. I thought I had it.. but maybe the Data Editor is the wrong place. The Trigger Editor seems too unlikely to work for how hard it will be to learn lol. Please Help!!! I beg u!!! Helping = many esports dollars :>
- Barrin
-High Ground Mechanic is possible,
I did get one suggestion from other thread,
(from @DrSuperEvil: Go) I would apply a buff that then adds 4 other buffs each disabled by a combine validator of Location Compare Cliff Level and Unit Order Queue. That way when attacking something over a cliff level the buff will activate. The buffs then use the Combat - Modification - Damage Dealt Faction field to adjust the damage.
An alternative is just give each weapon a Set effect that uses 5 different Damage effects, with 4 having your Location Compare Cliff Level validators to disable them unless fighting over the cliff.
-But I don't really understand all of that, as I mention here
(from @Barrin420: Go)
Thanks for reply! <3
"4 other buffs" "5 different damage effects"
What is all this for? I don't know what to do with all these extra things :o
plz forgive ignorance >.< /beg
-BTW
(1) I need to apply this to dozens of units, so hopefully as simple as possible to implement (2) I want unit's damage to be -30% when attacking uphill, NOT +30% unless attacking uphill.