I'm making an upgradeable aura effect for my unit, and I've run into two problems and I'm not sure how to solve them.
1) I'd like to make the effect of this behavior (attack speed increase) increase via upgrades. However, the attack speed modifier can't be directly accessed from the upgrade editor. I could copy the behavior and swap them with the upgrade editor, but this would mean my upgrade only has 1 level. For simplicity's sake (and my implementation) I think I need more than one level of upgrade, so I'm wondering if there is another way.
2) I've set up a range indicator for the aura in question, but I'd like to make the aura range upgradeable. I can increase the search area by modifying the area search effect, but I don't know how to modify the range indicator actor. It would be easy if I could link the range indicator actor to the effect range, but it doesn't seem to be able to do that...
1) I'd like to make the effect of this behavior (attack speed increase) increase via upgrades. However, the attack speed modifier can't be directly accessed from the upgrade editor. I could copy the behavior and swap them with the upgrade editor, but this would mean my upgrade only has 1 level. For simplicity's sake (and my implementation) I think I need more than one level of upgrade, so I'm wondering if there is another way.
Well, unfortunately, there is no way to modify the behavior, so you are stuck with multiple behaviors (or maybe some sort of stacking system, however this might be a little complicated with regards to the current stacking calculations).
I would recommend using catalog triggers instead of the upgrade, because they do the same thing, but you can dynamically swap multiple behaviors easily. This way you don't need multiple upgrades, just a dummy upgrade and a trigger reacting to it. You will still need 1 behavior per level, though.
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2) I've set up a range indicator for the aura in question, but I'd like to make the aura range upgradeable. I can increase the search area by modifying the area search effect, but I don't know how to modify the range indicator actor. It would be easy if I could link the range indicator actor to the effect range, but it doesn't seem to be able to do that...
You cannot tie the range indicator to an effect (which is sort of a blunder by Blizzard), but you can use an ability, a weapon or a sight range instead. Just use a dummy object, which gets upgraded the same way as you upgrade your effect.
Also, upgrading the object's range should correctly upgrade the range indicator as well, this was fixed some patches ago (it used to ignore the upgrade).
I'm a little trigger dumb (what are catalog triggers?), and I'd hoped to utilize only one behavior as it'll decrease the chance of mistake...
As for the range indicator suggestion, do you think a dummy weapon with no damage and no targets would work? I'd like for it to be hidden if possible. I can go off of the Siege Tank's range indicator. Or perhaps, creating a unit with X sight range and have it be upgraded via the aura upgrade. For example, by causing it (the range indicator) to display when selecting my unit, but the range indicator referencing the sight range of the dummy unit. I guess I'll give it a try and see how it goes : )
I'm a little trigger dumb (what are catalog triggers?)
"Catalog Triggers" refers to the CatalogFieldValueSet/Get - functions, which can read and write many fields in the data editor via trigger. You could look here or there to learn, how to use them. Don't bother trying to change your attack speed modifier with those - they can only modify fields, which can be modified by upgrades.
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and I'd hoped to utilize only one behavior as it'll decrease the chance of mistake...
If you find a way to do so, tell me immediately. Otherwise, the only thing left to say would be:
Sorry, pal, but you are out of luck. You can still try to stack the behavior, though, but the current calculation of stacked modifications makes working with stacks quite tedious.
Quote:
As for the range indicator suggestion, do you think a dummy weapon with no damage and no targets would work? I'd like for it to be hidden if possible. I can go off of the Siege Tank's range indicator. Or perhaps, creating a unit with X sight range and have it be upgraded via the aura upgrade. For example, by causing it (the range indicator) to display when selecting my unit, but the range indicator referencing the sight range of the dummy unit. I guess I'll give it a try and see how it goes : )
The weapon does not even need to be on the unit. In fact, it does not need to have any connection to the unit at all. The only important things would be, that it is linked to the range actor, and that you upgrade it alongside to your effect.
hmmm simply use a vetrency attribute to upgrade speed with level reached via the numbers of kills or whatever. It would be simpler. OneTwoSC has a great tutorial
Hello,
I'm making an upgradeable aura effect for my unit, and I've run into two problems and I'm not sure how to solve them.
1) I'd like to make the effect of this behavior (attack speed increase) increase via upgrades. However, the attack speed modifier can't be directly accessed from the upgrade editor. I could copy the behavior and swap them with the upgrade editor, but this would mean my upgrade only has 1 level. For simplicity's sake (and my implementation) I think I need more than one level of upgrade, so I'm wondering if there is another way.
2) I've set up a range indicator for the aura in question, but I'd like to make the aura range upgradeable. I can increase the search area by modifying the area search effect, but I don't know how to modify the range indicator actor. It would be easy if I could link the range indicator actor to the effect range, but it doesn't seem to be able to do that...
(please don't bite ;-; )
Hey, and welcome :)
Well, unfortunately, there is no way to modify the behavior, so you are stuck with multiple behaviors (or maybe some sort of stacking system, however this might be a little complicated with regards to the current stacking calculations).
I would recommend using catalog triggers instead of the upgrade, because they do the same thing, but you can dynamically swap multiple behaviors easily. This way you don't need multiple upgrades, just a dummy upgrade and a trigger reacting to it. You will still need 1 behavior per level, though.
You cannot tie the range indicator to an effect (which is sort of a blunder by Blizzard), but you can use an ability, a weapon or a sight range instead. Just use a dummy object, which gets upgraded the same way as you upgrade your effect.
Also, upgrading the object's range should correctly upgrade the range indicator as well, this was fixed some patches ago (it used to ignore the upgrade).
Just a little ;)
I'm a little trigger dumb (what are catalog triggers?), and I'd hoped to utilize only one behavior as it'll decrease the chance of mistake...
As for the range indicator suggestion, do you think a dummy weapon with no damage and no targets would work? I'd like for it to be hidden if possible. I can go off of the Siege Tank's range indicator. Or perhaps, creating a unit with X sight range and have it be upgraded via the aura upgrade. For example, by causing it (the range indicator) to display when selecting my unit, but the range indicator referencing the sight range of the dummy unit. I guess I'll give it a try and see how it goes : )
"Catalog Triggers" refers to the CatalogFieldValueSet/Get - functions, which can read and write many fields in the data editor via trigger. You could look here or there to learn, how to use them. Don't bother trying to change your attack speed modifier with those - they can only modify fields, which can be modified by upgrades.
If you find a way to do so, tell me immediately. Otherwise, the only thing left to say would be:
Sorry, pal, but you are out of luck. You can still try to stack the behavior, though, but the current calculation of stacked modifications makes working with stacks quite tedious.
The weapon does not even need to be on the unit. In fact, it does not need to have any connection to the unit at all. The only important things would be, that it is linked to the range actor, and that you upgrade it alongside to your effect.
hmmm simply use a vetrency attribute to upgrade speed with level reached via the numbers of kills or whatever. It would be simpler. OneTwoSC has a great tutorial
Else use a Behavior type ability that is on by default and not able to be toggled and just get the upgrades to swap the aura buff applied.
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