How to do it?
What i want achive:
-bow with icon shown in unit panel, determines fire rate, range, damage multipler
-arrow as item with charges, determines damage, and debuffs (for example elctrocute, armor piercing, burning).
Arrows can be drained from separate field in inventory, or be used on bow.
Can't figure it out. Maybe somebody did it already, and can explain, or make example map for me?
The Cost - Cooldown - Use determines the rate it can be used. The Effect - Effects field determines what the ability does and you will need one for each sort of arrow, as for charges you can just do like the grenades raynor used in the campaign.
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Probably a trigger. (basic idea) When the damage effect procs (event), do an action to use a charge of w/e ability called 'arrows remaining'. Then you'll have to disable the weapon when that dummy ability charge is 0.
I want to do it with items, inventory, and probally charges? I know how to add weapon by item, just don't know how to make weapon damage depend on ammo type, and substract charges from ammo.
Being able to swap weapons gives control. Like I said do as they did in the campaign for getting items to add charges, whether it is abilities or weapons it is the same.
An alternative would be to get the weapon to do a set effect with all the different weapon effect trees in it but they are disabled by validators which count hidden behaviours given by the ammo type. When the weapon fires it uses charges (all ammos and the weapon share the same pool of charges) and you have your items die when the charges wear out.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
I checked campaign, and there charges are stored in "unit" location. For me it is wrong, because when I use all charges, then equip new arrows, still have 0 charges. Tried with ability, and behavior, but it doesn't work (like unit have 0 charges from begining - weapon have 0 at start, but item 100)
About effects - thanks for idea, I will do it via validators.
After some tests:
Changed bow - launch, to bow - set, containing launch and substract charge effects.
Added "Have Arrows" behavior to my arrow item, and validator to bow - set, so unit can shot only if have this behavior.
Dummy ability, that conatins charges for bow, with ones are substracted when unit attack with bow.
Last thing is make somehow link ability and item charges - if item will be destroyed behavior will vanish, so unit will be unable to shoot.
I checked campaign, and there charges are stored in "unit" location. For me it is wrong, because when I use all charges, then equip new arrows, still have 0 charges. Tried with ability, and behavior, but it doesn't work
- You want a weapon that can use different types of ammo.
- The weapon can have a "designated" ammo that it uses.
- You want the abillity to swap ammo in and out, using an Inventory/Item Charge system.
- You only need a single unit per player to be able to do this.
- You want a button or set of buttons, on the command card that allows the payer to change the Arrow that is used.
If this is right, then make it so when you put an item in the "usable" stash, increase a "resource" of the player by 1.
Like a speed Arrow could be the Terrazine resource, and so on.
Then, have several buttons that change the ammo type, by apllying a behavior to the unit that adds the correct bow as a weapon.
Now make firing the bow cost 1 Terrazine/Whatever you want, to fire said bow.
You can also add abillities that cost 1 of a resource, that put an arrow in the unit inventory.
No:
-weapon have different types of ammo
-ammo is inventory item with charges
-charge is removed when you shoot
-you can throw away/sell ammo and buy new or share with other players
How to do it? What i want achive: -bow with icon shown in unit panel, determines fire rate, range, damage multipler -arrow as item with charges, determines damage, and debuffs (for example elctrocute, armor piercing, burning). Arrows can be drained from separate field in inventory, or be used on bow.
Can't figure it out. Maybe somebody did it already, and can explain, or make example map for me?
The Cost - Cooldown - Use determines the rate it can be used. The Effect - Effects field determines what the ability does and you will need one for each sort of arrow, as for charges you can just do like the grenades raynor used in the campaign.
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
But how to connect ability effect and weapon effect?
@ShadowDancer93: Go
Probably a trigger. (basic idea) When the damage effect procs (event), do an action to use a charge of w/e ability called 'arrows remaining'. Then you'll have to disable the weapon when that dummy ability charge is 0.
Oh so you want a weapon not an ability. Process is about the same except you use a weapon not an ability and Stats - Period instead of cooldown.
Here is a demo map showing how to weapon swap.
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
@OneTwoSC: Go
I know how to do it with triggers, but I'm making mod, so data way would be much better.
@DrSuperEvil: Go
I want to do it with items, inventory, and probally charges? I know how to add weapon by item, just don't know how to make weapon damage depend on ammo type, and substract charges from ammo.
Being able to swap weapons gives control. Like I said do as they did in the campaign for getting items to add charges, whether it is abilities or weapons it is the same.
An alternative would be to get the weapon to do a set effect with all the different weapon effect trees in it but they are disabled by validators which count hidden behaviours given by the ammo type. When the weapon fires it uses charges (all ammos and the weapon share the same pool of charges) and you have your items die when the charges wear out.
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 checked campaign, and there charges are stored in "unit" location. For me it is wrong, because when I use all charges, then equip new arrows, still have 0 charges. Tried with ability, and behavior, but it doesn't work (like unit have 0 charges from begining - weapon have 0 at start, but item 100) About effects - thanks for idea, I will do it via validators.
For adding charges there is always the vulture spider mine method using a modify unit effect.
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
After some tests: Changed bow - launch, to bow - set, containing launch and substract charge effects. Added "Have Arrows" behavior to my arrow item, and validator to bow - set, so unit can shot only if have this behavior.
Dummy ability, that conatins charges for bow, with ones are substracted when unit attack with bow. Last thing is make somehow link ability and item charges - if item will be destroyed behavior will vanish, so unit will be unable to shoot.
Any ideas?
Bump
So why can you not just link the charges of the ability and the items together?
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
This.
DrSuperEvil: you tried it? Can't get it working - it's first thing that I tried.
@iE4TM4PS: Go
But there items are not stored in item, so if I drop and pick up again charges will be restored.
Hmm...let me get this strait.
- You want a weapon that can use different types of ammo.
- The weapon can have a "designated" ammo that it uses.
- You want the abillity to swap ammo in and out, using an Inventory/Item Charge system.
- You only need a single unit per player to be able to do this.
- You want a button or set of buttons, on the command card that allows the payer to change the Arrow that is used.
If this is right, then make it so when you put an item in the "usable" stash, increase a "resource" of the player by 1.
Like a speed Arrow could be the Terrazine resource, and so on.
Then, have several buttons that change the ammo type, by apllying a behavior to the unit that adds the correct bow as a weapon.
Now make firing the bow cost 1 Terrazine/Whatever you want, to fire said bow.
You can also add abillities that cost 1 of a resource, that put an arrow in the unit inventory.
Was something like this what you wanted?
No: -weapon have different types of ammo -ammo is inventory item with charges -charge is removed when you shoot -you can throw away/sell ammo and buy new or share with other players
Nothing with command card, just items.
So if it's impossible only with data, how to make it with triggers? I want remove charge from inventory item. Is easy way to make it?
Bump