But there must be a way to solve this? I mean, even the Warcraft 3 editor allowed negative values. If I want a damage effect to deal 10 damage vs all units, but -5 damage vs armored, there must be a simple way to make this?
Sounds like a Broodwar remake map. In that case you could invert use of the "light" attribute: Make it denote "normal" units, and the actual "light" ones don't have an attribute.
If it isn't a total conversion mod you can still use one of the unused attributes (Heroic shouldn't be needed for a Broodwar remake, and Robotic should be unused even if you have heroes)
If you use all attributes you can still go the ugly route and use damage response behaviors a la voidray.
Sounds like a Broodwar remake map. In that case you could invert use of the "light" attribute: Make it denote "normal" units, and the actual "light" ones don't have an attribute.
If it isn't a total conversion mod you can still use one of the unused attributes (Heroic shouldn't be needed for a Broodwar remake, and Robotic should be unused even if you have heroes)
How can I change the name of "heroic" to "medium", for example?
The relevant strings are of type "(nothing)", which doesn't have subtypes.
Each attribute has 2-3 strings associated with it, not sure why some have the 3rd and others don't. Make sure to set the display to "all data sources", the main one seems to be "Core.SC2Mod". Note there's no search bar, so click either the "Text" or "ID" tab for an alphabetical listing. The IDs are:
e_unitAttribute"internal attribute name here"
e_unitAttributeBonusAgainst"internal attribute name here"
e_gameUIString"internal attribute name here" <<<This one is only present in about half of them
But since I actually only need to change the Siege tank attack to deal less dmg vs light, I decided to use a behaviour. I have added a behaviouor on every light unit, so it takes 15 dmg less from the siege tank attack. (50 dmg is standard dmg vs everything)
And it works... Except for one small thing. All units near the targeted unit takes 50 damage!
So if I clump 5 probes tightly together and shoot 1 shot from the siege tank at them, the targeted probe takes 35 damage and the other takes the normal 50 damage and explodes!
I have added all sieged siege tank damage effects to the behaviour.
I wonder if there is any way to get a behaviour like this to respond to area of effect damage too?
Try setting the damage combine type to "minimum". Some people claimed this made the weapon deal 0 damage, but for me it acts just like "combine" should. Hopefully.
Also trying to get an answer from Blizzard, but I'm on the european forums...
As for your current workaround, does your damage response work for the "splash" damage type? Maybe the game registers the "Splash Damage" effect as the source though, and you can't add that for obvious reasons. Worst case you can replace the splash damage with search effects and apply damage individually. Remember the damage reduction should scale down with the splash factor too.
For some unknown reason, when I set a damage effect to deal 10 damage vs everything, but minus 6 damage vs armored, they still deal ordinary damage.
How can I make an effect deal less damage vs armored?
Wont the game recoginze damage effect set to minus?
Used to.
Tried the % damage field?
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
The "attribute bonus multiplier" one fails too. Both still show up on the weapon, so I think it's a bug.
Worst case you could give every unit a buff with a damage reducing damage response that only triggers on certain damage effects.
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 there must be a way to solve this? I mean, even the Warcraft 3 editor allowed negative values. If I want a damage effect to deal 10 damage vs all units, but -5 damage vs armored, there must be a simple way to make this?
(-5 damage from 10.)
How about you do it in reverse?
I mean, set base damage to 4 and boost damage vs Light by 6.
Or do you want to have units that are : Biological, Light, Armored, etc., at one time?
Take the Siege tank as an example. I want it to deal 70 damage vs armored units, 35 damage vs light targets and 50 damage vs everything else.
If I canĀ“t add negative values, I cant lower the damage siege tanks do vs light units, right?
Sounds like a Broodwar remake map. In that case you could invert use of the "light" attribute: Make it denote "normal" units, and the actual "light" ones don't have an attribute.
If it isn't a total conversion mod you can still use one of the unused attributes (Heroic shouldn't be needed for a Broodwar remake, and Robotic should be unused even if you have heroes)
If you use all attributes you can still go the ugly route and use damage response behaviors a la voidray.
How can I change the name of "heroic" to "medium", for example?
Via the text editor.
The relevant strings are of type "(nothing)", which doesn't have subtypes.
Each attribute has 2-3 strings associated with it, not sure why some have the 3rd and others don't. Make sure to set the display to "all data sources", the main one seems to be "Core.SC2Mod". Note there's no search bar, so click either the "Text" or "ID" tab for an alphabetical listing. The IDs are:
Thanks for all replies.
But since I actually only need to change the Siege tank attack to deal less dmg vs light, I decided to use a behaviour. I have added a behaviouor on every light unit, so it takes 15 dmg less from the siege tank attack. (50 dmg is standard dmg vs everything)
And it works... Except for one small thing. All units near the targeted unit takes 50 damage!
So if I clump 5 probes tightly together and shoot 1 shot from the siege tank at them, the targeted probe takes 35 damage and the other takes the normal 50 damage and explodes!
I have added all sieged siege tank damage effects to the behaviour.
I wonder if there is any way to get a behaviour like this to respond to area of effect damage too?
Try setting the damage combine type to "minimum". Some people claimed this made the weapon deal 0 damage, but for me it acts just like "combine" should. Hopefully.
Also trying to get an answer from Blizzard, but I'm on the european forums...
As for your current workaround, does your damage response work for the "splash" damage type? Maybe the game registers the "Splash Damage" effect as the source though, and you can't add that for obvious reasons. Worst case you can replace the splash damage with search effects and apply damage individually. Remember the damage reduction should scale down with the splash factor too.
WHy don`t u just do:
Less total damage on Weapon and simply ajust each Bonnus individually with unit atributes.
Tank now:
70 armor
35 light
50 normal
Tank After
20 normal
+15 light ( total 35)
+50 armord (total 70)
Now ur normal Damage is to low but what you do is, go to your Units Atributes+ : ALl that are not light or Armor flag them as: Massive( w/e works)
Set masisive DPS: +30 ( 20+30) so now massive bassicly act as your Normal.