The Resource behaviour applies another behaviour to any units that have harvested from it. Be imaginative and make the carrying experience more important than the resources gained.
Challenges:
Make the resource perishable so it has to be deposited within a certain time or it becomes worthless
Make the resource nitroglycerene so the slightest bump or attack has nasty consequences
Holy Temple of doom! Make stealing the sacred resource activate guardians and traps along the path back to the depot. Hint consider the Power Source behaviour.
The resource is hot and not just because you took it without permission. Get it back fast before you fry.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
This is my first movie and attempt at the WDE. I'm very new to the data editor but wanted to give this one a shot.
I made it so the scv will get a debuff when holding minerals and lasts 15 seconds. The longer the scv holds the minerals it becomes more "hot" due to the minerals intense heat. when dropped the metal will slowly cool down and return to normal. If the scv hold onto it for too long he blows up.
Please be kind :P but im down for any constructive criticism.
I would have done it by applying a second buff that periodically uses apply behavior effects to stack up buffs that add negative life regen to give exponential life decay. Also you could have used a Behavior event that uses a Set Tint Color over a Blend In Duration of the behaviours duration so it looks like it is heating up when the behaviour is applied.
i did. its hard to see but he actually turns light pink, then resets back to normal once he drops it. color the reset blend time is at a constant seconds tho. the change is mostly noticeable after he turns it in.
What's the best way of doing this without life regen? Negative Healer? Periodic Damage effect? The obvious flaw of life regen being that an inherent regen delay can save your ass when you don't deserve it.
And how do you do #1 without completely remodeling the harvesting mechanism? Removing the "carry" behavior doesn't actually destroy the resource, and modifying the resource harvest amount via a buff doesn't apply to minerals already mined.
No.2 Is done with an attack response and a very fast very short-ranged periodic search, with a very small default radius but the "extend by unit radius" flag checked. If that flag can't be made to work with the source unit just apply the periodic search to all targets within a decent range and trigger the Ka-Boom if the search finds a target with the "carry" buff.
No.3 You can just add periodic effects with (random, for extra fun?) offsets to the carry behavior to spawn attackers on the fly, and remove a "deactivated" debuff from the traps.
No.4 Periodic/Expire/Final damage/kill effect on a timed "carry" buff
PS: Is there a way of doing #2 that doesn't lag out the map if you have the standard 50+ workers per player mining nitroglycerin? There doesn't seem to be any decent collision detection or people wouldn't still be using periodic searches for line impact missiles.
This is a WDE to encourage novice map makers to learn the data editor not a forum thread that needs questions answered.
Well, you have to say how it's done eventually or those "novice map makers" will never know. And if it's for "novices" you have to make sure it's possible with a reasonable effort. Not accusing you of not doing this, and I'm not in a hurry to find out, I just think the tone of your reply was a bit off for a thread aimed at "novices".
With No2 you can just use a Damage effect with splash also enumerate area could limit excess periodic searches.
The problem is the "bumping into something". You have to detect a speedling on creep running into the unit, so you need a fast search (not sure how fast Enumerate Area validators are when called all the time, such as the Deactivate field on a buff)
And you need a search radius that scales with the unit, otherwise an SCV would blow up when he only ran by someone or an Ultralisk would pe completely unaffected.
With the No3, that is one way but not as impressive as activating statues that looked harmess.
Behavior-ON and Behavior-OFF actor events can still do that. This challenge lives on the creativity and artistic design of the traps, not the actual mechanics.
Usually people will post something of their problem and where they are stuck, asking what's wrong with their ability, and that's fine asking for help if you are stuck at that certain part.
You basically just went right out and asked "How do I do them all" without even trying.
When the WDE's were much more active when I first started, there were no cheat sheets and easy answers. I threw myself fully into the editor to learn it. Not copy someone else's stuff, which would usually leave me wondering(especially with more complex abilities) how this connected to that and vice versa.
Building from the ground up, and possibly tearing an another ability down for the sake of curiosity, is how you get better.
I didn't ask how to do them, I flat out posted how to do it because I didn't have the time to actually make a map. I only asked about #1 because I still don't have a clue how to do it without reworking the gather mechanism or a cheap, specialised trick like killing the worker and instantly replacing it.
I made a map now. The visuals for the nitroglycerin took longer than expected.
Still a problem with using negative life regen: The negative regen bypasses the delay, but only the total regen is actually applied. Switched to periodic damage for now.
PS: If you're interested in the temple, play the map until you get the vespene back to base before looking at the terrain/data.
You harvest biomass from the Overmind and take it back to the command center, but if you don't drop it off within 10 seconds your SCV will turn into an infested terran. :'(
Weekly Data Exercise #22
The Resource behaviour applies another behaviour to any units that have harvested from it. Be imaginative and make the carrying experience more important than the resources gained.
Challenges:
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 is my first movie and attempt at the WDE. I'm very new to the data editor but wanted to give this one a shot.
I made it so the scv will get a debuff when holding minerals and lasts 15 seconds. The longer the scv holds the minerals it becomes more "hot" due to the minerals intense heat. when dropped the metal will slowly cool down and return to normal. If the scv hold onto it for too long he blows up.
Please be kind :P but im down for any constructive criticism.
I would have done it by applying a second buff that periodically uses apply behavior effects to stack up buffs that add negative life regen to give exponential life decay. Also you could have used a Behavior event that uses a Set Tint Color over a Blend In Duration of the behaviours duration so it looks like it is heating up when the behaviour is applied.
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 did. its hard to see but he actually turns light pink, then resets back to normal once he drops it. color the reset blend time is at a constant seconds tho. the change is mostly noticeable after he turns it in.
Yeah not so easy to identify with the resolution of the vid. Still a good entry, hope we get some more.
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
What's the best way of doing this without life regen? Negative Healer? Periodic Damage effect? The obvious flaw of life regen being that an inherent regen delay can save your ass when you don't deserve it.
And how do you do #1 without completely remodeling the harvesting mechanism? Removing the "carry" behavior doesn't actually destroy the resource, and modifying the resource harvest amount via a buff doesn't apply to minerals already mined.
No.2 Is done with an attack response and a very fast very short-ranged periodic search, with a very small default radius but the "extend by unit radius" flag checked. If that flag can't be made to work with the source unit just apply the periodic search to all targets within a decent range and trigger the Ka-Boom if the search finds a target with the "carry" buff.
No.3 You can just add periodic effects with (random, for extra fun?) offsets to the carry behavior to spawn attackers on the fly, and remove a "deactivated" debuff from the traps.
No.4 Periodic/Expire/Final damage/kill effect on a timed "carry" buff
PS: Is there a way of doing #2 that doesn't lag out the map if you have the standard 50+ workers per player mining nitroglycerin? There doesn't seem to be any decent collision detection or people wouldn't still be using periodic searches for line impact missiles.
@Photoloss: Go
Wrong thread for the first question. Buff life regen ignores the regen delays on the units. Else use a periodic Damage effect or Modify Unit
This is a WDE to encourage novice map makers to learn the data editor not a forum thread that needs questions answered.
With No2 you can just use a Damage effect with splash also enumerate area could limit excess periodic searches.
With the No3, that is one way but not as impressive as activating statues that looked harmess.
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
Well, you have to say how it's done eventually or those "novice map makers" will never know. And if it's for "novices" you have to make sure it's possible with a reasonable effort. Not accusing you of not doing this, and I'm not in a hurry to find out, I just think the tone of your reply was a bit off for a thread aimed at "novices".
The problem is the "bumping into something". You have to detect a speedling on creep running into the unit, so you need a fast search (not sure how fast Enumerate Area validators are when called all the time, such as the Deactivate field on a buff)
And you need a search radius that scales with the unit, otherwise an SCV would blow up when he only ran by someone or an Ultralisk would pe completely unaffected.
Behavior-ON and Behavior-OFF actor events can still do that. This challenge lives on the creativity and artistic design of the traps, not the actual mechanics.
@Photoloss: Go
Look, I am just continuing a tradition this site has because the moderator in charge has given up.
The enumerate area validator can also change according to unit radius
It is good to leave somethings to the imagination of the makers.
Now make a contribution already.
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
@Photoloss: Go
Usually people will post something of their problem and where they are stuck, asking what's wrong with their ability, and that's fine asking for help if you are stuck at that certain part.
You basically just went right out and asked "How do I do them all" without even trying.
When the WDE's were much more active when I first started, there were no cheat sheets and easy answers. I threw myself fully into the editor to learn it. Not copy someone else's stuff, which would usually leave me wondering(especially with more complex abilities) how this connected to that and vice versa.
Building from the ground up, and possibly tearing an another ability down for the sake of curiosity, is how you get better.
@BorgDragon: Go
I didn't ask how to do them, I flat out posted how to do it because I didn't have the time to actually make a map. I only asked about #1 because I still don't have a clue how to do it without reworking the gather mechanism or a cheap, specialised trick like killing the worker and instantly replacing it.
I made a map now. The visuals for the nitroglycerin took longer than expected.
Still a problem with using negative life regen: The negative regen bypasses the delay, but only the total regen is actually applied. Switched to periodic damage for now.
PS: If you're interested in the temple, play the map until you get the vespene back to base before looking at the terrain/data.
Here's something I made up for this:
You harvest biomass from the Overmind and take it back to the command center, but if you don't drop it off within 10 seconds your SCV will turn into an infested terran. :'(
As for me by popular request I am making a simulated harvest system. Just need to set the actors and make it vespene compatible.
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