Ok so, i am currently working on making a fully upgradeable siege tank for my custom map, i got the attack speed/power armor and such sorted out, however now i want to add some extra abilities.
One of them includes the abilities to have certain ammo types, each ammo type does extra damage to say, biological, armored, or massive. And you can only select one of them and the effect should be instantly applied. I have some degree of understanding how the data editor works, but i haven't yet been able to figure out exactly which steps i should take to achieve this, if anyone could point me into the right direction, or show me a custom map that has this similar type of behaviour, it would be much appreciated.
I think the best way to do this would be to construct abilities for each 'ammo' type, and when each ability is used have it activate a Buff behavior that alters their damage? That's all I've got; something to do with abilities haha.
Yea well, i started with copying the cloak ability from ghosts, and then change the cloak into a damage buff, however i am unsure where the cloaking ability is exactly triggered :_:, and whether or not i can change it to my specification.
Technically only one tank is allowed yes, but then still i haven't yet been able to impliment upgrades in a way i want them to, All upgrades so far are just static and one time only and offer no turn around.
I think the solution has to do with switching weapons, in night special forces for instance, the stalkers ability grants it to be able to get an extra attack for a short period of time, this attack does exactly the same damage as it's normal. But it just means it can shoot more targets. By removing my old attack and replacing it this way it should work. But i can't find a copy of night special forces to look up how he did it.
You can switch the weapons too, of course. Depends on how you want to actually implement the ammunition change (if other ammunition should have new graphics and whole new effects, weapon switching would probably be the best; if the ammunition should be upgradeable individually however, I would use upgrades)
The weapon switch can be done data only, however from my experience the weapons can be added/removed way easier when using triggers.
You can also use 1 single weapon with a switch effect and a validator for the different active ammunitions, or something ;)
ProzaicMuze's Swiss Army Tank tutorial might help you out somewhat. You just have to use the proper validators pointing to your upgrades instead of target type, and I believe it might help you out some.
If your attack always looks the same(IE you shoot the same missile at all times for example) you would just ignore all the multiple actors and whatnot.
Ok so, i am currently working on making a fully upgradeable siege tank for my custom map, i got the attack speed/power armor and such sorted out, however now i want to add some extra abilities.
One of them includes the abilities to have certain ammo types, each ammo type does extra damage to say, biological, armored, or massive. And you can only select one of them and the effect should be instantly applied. I have some degree of understanding how the data editor works, but i haven't yet been able to figure out exactly which steps i should take to achieve this, if anyone could point me into the right direction, or show me a custom map that has this similar type of behaviour, it would be much appreciated.
I think the best way to do this would be to construct abilities for each 'ammo' type, and when each ability is used have it activate a Buff behavior that alters their damage? That's all I've got; something to do with abilities haha.
@Zetal: Go
Yea well, i started with copying the cloak ability from ghosts, and then change the cloak into a damage buff, however i am unsure where the cloaking ability is exactly triggered :_:, and whether or not i can change it to my specification.
Anyone has any more suggestions?
If only one of those tanks is allowed per player, you could use upgrades, which modify the damage effect of your weapon.
@Kueken531: Go
Technically only one tank is allowed yes, but then still i haven't yet been able to impliment upgrades in a way i want them to, All upgrades so far are just static and one time only and offer no turn around.
I think the solution has to do with switching weapons, in night special forces for instance, the stalkers ability grants it to be able to get an extra attack for a short period of time, this attack does exactly the same damage as it's normal. But it just means it can shoot more targets. By removing my old attack and replacing it this way it should work. But i can't find a copy of night special forces to look up how he did it.
You can switch the weapons too, of course. Depends on how you want to actually implement the ammunition change (if other ammunition should have new graphics and whole new effects, weapon switching would probably be the best; if the ammunition should be upgradeable individually however, I would use upgrades)
The weapon switch can be done data only, however from my experience the weapons can be added/removed way easier when using triggers.
You can also use 1 single weapon with a switch effect and a validator for the different active ammunitions, or something ;)
@NaturalCloud: Go
ProzaicMuze's Swiss Army Tank tutorial might help you out somewhat. You just have to use the proper validators pointing to your upgrades instead of target type, and I believe it might help you out some.
If your attack always looks the same(IE you shoot the same missile at all times for example) you would just ignore all the multiple actors and whatnot.
Hope this helps you out some.
http://forums.sc2mapster.com/resources/tutorials/9016-data-specialized-weapons-intermediate-difficulty/