I want to make cliff levels have an impact on combat, for example a chance to evade if one is on a higher cliff fighting something on a lower cliff (via the data editor, if it's possible). I have no idea where to start, and I googled and googled and googled and I doubt I even have correct keywords... Can anyone point me in the right direction? Thanks in advance.
Not an easy task. You would need to validate cliff height of both attacker and target, and then compare these two values. You should ask for help from the Mass Recall team, since I think they added this system for their maps.
Either add a Switch effect into every weapon before the Damage effect that uses Location Compare Cliff Level validators or play around with the damage responses of Buff behaviours.
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Thanks, you two. So I guess I'll try it with the Switch effect, seems like a little bit of work, but doable. I wonder if I also can manipulate the range with that, giving units who shoot downcliff a little extra range. I'll try in the next few days and report back.
That would require a Buff behaviour that is validated by the target of the Attack ability being lower than the caster (Unit Order Queue type validator).
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I needed ranged attacks to visually miss, so I also went with switch effect approach.
The way it worked is that each weapon has a "hit" launch missile/damage effect and a "miss" launch missile/damage effect. You'll need to make separate actor actions for each miss effect too and add a custom offset SOp so that attacks land near-unit instead of on-unit.
I think it was ArcanePariah who told me how to make that SOp, if you chose to go the way of altering every single weapon then I'll look up how that offset SOp was made after I get home.
I'm very interested in that, but no need to hurry. I'm still working on some other stuff before I start these big weapon changes. But it sounds hard... I have still some trouble figuring out these Actors.
"Radius" to 2 <--- I use two SOps, one for missiles and large attacks has radius of 2, and the one for attacks with small vsuals (like marine rifle impact) uses radius of 1.
"Restrict To Circumference" to "Enabled" <---- the magic flag that restricts random point to the outline.
"Variance" to 50
In hindsight it's not difficult, all you need is to look at fields (and know tech terms, and know obscure english words like "circumference") and connect the dots, but a pleb like me would never have found these without being directly pointed out at exactly what to change t_t
Okay, I started these "big" weapon changes. Turns out this is fairly simple. The validators are already in the editor, all I needed to do was copy each damage effect and put a switch effect right before.
I haven't touched the actors yet, though. And I still don't know how to handle the weapon range with the Colossus - since it's not an effect.
I hope this post isn't considered a necro...
Edit: I got it with the Colossus! It's like you said, DrSuperEvil, and also very easy. Just one Buff Behavior applied under the unit's stats, for it to be permanent. And within the Disable Behavior to one the cliff level check, which are already present.
Edit2: But it's buggy. Don't know why yet. It works on high cliff vs middle cliff, but on low cliff it's the outcome is irritating.
I have experimented with the Location Compare Cliff Level validator and it seems to have been changed by blizzard at some point. The value is now the cliff slot with 0 being deep canyon, 1 being the lowest playable cliff, 2 being the middle cliff level and 3 being the highest. The greater/less than logic is absolute and not relative to the unit. Inserting a unit as the other unit makes the logic purely comparative of the cliff level the two units are on and ignores the value. I found the best solution is to use equals logic and then 9-16 combine validators with one for the target and one for the caster.
There is also the Unit Compare Height and Z validator as an alternative.
I will post a demo map of the Location Compare Cliff Level validator logic as soon as the file size limit is boosted
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
If one can get a validator to do the height comparison a damage reduction or dodge chance from height difference could be applied with a buff behaviour on every unit I would imagine.
I have experimented with the Location Compare Cliff Level validator and it seems to have been changed by blizzard at some point. The value is now the cliff slot with 0 being deep canyon, 1 being the lowest playable cliff, 2 being the middle cliff level and 3 being the highest. The greater/less than logic is absolute and not relative to the unit. Inserting a unit as the other unit makes the logic purely comparative of the cliff level the two units are on and ignores the value. I found the best solution is to use equals logic and then 9-16 combine validators with one for the target and one for the caster.
There is also the Unit Compare Height and Z validator as an alternative.
I will post a demo map of the Location Compare Cliff Level validator logic as soon as the file size limit is boosted
Probably could simplify those combine validators with condition validators, but I would have to see what logic blocks you are using.
I have experimented with the Location Compare Cliff Level validator and it seems to have been changed by blizzard at some point. The value is now the cliff slot with 0 being deep canyon, 1 being the lowest playable cliff, 2 being the middle cliff level and 3 being the highest. The greater/less than logic is absolute and not relative to the unit. Inserting a unit as the other unit makes the logic purely comparative of the cliff level the two units are on and ignores the value. I found the best solution is to use equals logic and then 9-16 combine validators with one for the target and one for the caster.
That's what I have thought as well (before going on vacation). But now after some more thinking... I'm not sure.
I have already these switch effects on all the units, like I said, and they are working fine with Location Compare Cliff Level. Only the Behavior on the Colossus does not. So my next guess is, that the Behavior doesn't recieve any target, when the Colossus is attacking a unit. Unlike the switch effect.
If being used for a buff you need to make it part of the effect tree and use the effects to specify the target to compare against. An Ennumerate Area validator might be helpful otherwise.
Hello,
I want to make cliff levels have an impact on combat, for example a chance to evade if one is on a higher cliff fighting something on a lower cliff (via the data editor, if it's possible). I have no idea where to start, and I googled and googled and googled and I doubt I even have correct keywords... Can anyone point me in the right direction? Thanks in advance.
Not an easy task. You would need to validate cliff height of both attacker and target, and then compare these two values. You should ask for help from the Mass Recall team, since I think they added this system for their maps.
Either add a Switch effect into every weapon before the Damage effect that uses Location Compare Cliff Level validators or play around with the damage responses of Buff behaviours.
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
Thanks, you two. So I guess I'll try it with the Switch effect, seems like a little bit of work, but doable. I wonder if I also can manipulate the range with that, giving units who shoot downcliff a little extra range. I'll try in the next few days and report back.
That would require a Buff behaviour that is validated by the target of the Attack ability being lower than the caster (Unit Order Queue type validator).
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 needed ranged attacks to visually miss, so I also went with switch effect approach.
The way it worked is that each weapon has a "hit" launch missile/damage effect and a "miss" launch missile/damage effect. You'll need to make separate actor actions for each miss effect too and add a custom offset SOp so that attacks land near-unit instead of on-unit.
I think it was ArcanePariah who told me how to make that SOp, if you chose to go the way of altering every single weapon then I'll look up how that offset SOp was made after I get home.
@DuckyTheDuck: Go
I'm very interested in that, but no need to hurry. I'm still working on some other stuff before I start these big weapon changes. But it sounds hard... I have still some trouble figuring out these Actors.
You could just use a SOp (Random Point In Circle) SOp with the mean set to the radius.
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
Yup, it's the random point in the circle.
Set "Distribution" to "Gaussian"
"Radius" to 2
<---
I use two SOps, one for missiles and large attacks has radius of 2, and the one for attacks with small vsuals (like marine rifle impact) uses radius of 1."Restrict To Circumference" to "Enabled"
<----
the magic flag that restricts random point to the outline."Variance" to 50
In hindsight it's not difficult, all you need is to look at fields (and know tech terms, and know obscure english words like "circumference") and connect the dots, but a pleb like me would never have found these without being directly pointed out at exactly what to change t_t
@DuckyTheDuck: Go
Actually circumference originates from Latin.
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
Okay, I started these "big" weapon changes. Turns out this is fairly simple. The validators are already in the editor, all I needed to do was copy each damage effect and put a switch effect right before.
I haven't touched the actors yet, though. And I still don't know how to handle the weapon range with the Colossus - since it's not an effect.
I hope this post isn't considered a necro...
Edit: I got it with the Colossus! It's like you said, DrSuperEvil, and also very easy. Just one Buff Behavior applied under the unit's stats, for it to be permanent. And within the Disable Behavior to one the cliff level check, which are already present.
Edit2: But it's buggy. Don't know why yet. It works on high cliff vs middle cliff, but on low cliff it's the outcome is irritating.
I have experimented with the Location Compare Cliff Level validator and it seems to have been changed by blizzard at some point. The value is now the cliff slot with 0 being deep canyon, 1 being the lowest playable cliff, 2 being the middle cliff level and 3 being the highest. The greater/less than logic is absolute and not relative to the unit. Inserting a unit as the other unit makes the logic purely comparative of the cliff level the two units are on and ignores the value. I found the best solution is to use equals logic and then 9-16 combine validators with one for the target and one for the caster.
There is also the Unit Compare Height and Z validator as an alternative.
I will post a demo map of the Location Compare Cliff Level validator logic as soon as the file size limit is boosted
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
If one can get a validator to do the height comparison a damage reduction or dodge chance from height difference could be applied with a buff behaviour on every unit I would imagine.
Just use equals.
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
If being used for a buff you need to make it part of the effect tree and use the effects to specify the target to compare against. An Ennumerate Area validator might be helpful otherwise.
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
Can't open the map. :( He's saying "Dependency Data could not be loaded."
In the editor or from the site?
Seems to be curse messing around with their upload settings again.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Editor. But is the map really just 1.21KB big?