GOAL:
(1) If a unit on low ground attacks a unit on high ground, it does -30% damage (0.7 fraction).
(2) If a unit attacks something on the same level or lower, it does full 100% damage.
(3) Persistent through whole game.
and (if it matters)
(4) Should work on an individual basis, as in simultaneously in big/multiple battles.
(5) Should be easily implemented into a Mod, as in not relying on regions (I think?).
-
I've been a Melee mapmaker since the beta, but I've now decided to make my first Mod, and it requires a High Ground Mechanic. This is most of the editor work for the official FRB (Fewer Resources per Base) Mod, if that means anything to you; credit for helping will be given where due.
I've spent many hours trying to figure this out >.< I might be decent with the Data Editor now *celebrate*. I've searched this website for a long time and looked through the tutorials too, so please forgive me if I'm going about adding a High Ground Mechanic all wrong. But the framework for some of this seems to be there?
Data Editor -> Behaviors -> Neutral -> Buff -> "Damage Taken Minimal"
- that does a factor of 0.1 but we want 0.7, but you get the idea
I've added the behavior to units, without validator the damage reduction works, but doesn't account for high ground and works on everything. I've tried working with Effects -> Apply Behavior too, no luck. Am I just getting the Validator wrong?
I donno.. I thought I had it.. but maybe the Data Editor is the wrong place. The Trigger Editor seems too unlikely to work for how hard it will be to learn lol. Please Help!!! I beg u!!! Helping = many esports dollars :>
I would apply a buff that then adds 4 other buffs each disabled by a combine validator of Location Compare Cliff Level and Unit Order Queue. That way when attacking something over a cliff level the buff will activate. The buffs then use the Combat - Modification - Damage Dealt Faction field to adjust the damage.
An alternative is just give each weapon a Set effect that uses 5 different Damage effects, with 4 having your Location Compare Cliff Level validators to disable them unless fighting over the cliff.
For a while I had a misconception on how the Location Compare Cliff Level Validator works. Now I see why you would need multiple Buff Behaviors. But I still don't really know how to set all that up >.< lol.
TBH I'm not sure the Location Compare Cliff Level Validator is even working properly. I would deeply appreciate someone trying to reduplicate a working scenario of this. I've really spend a lot of time trying, but I'm so nooby with data editor atm >.< I plan on using a high ground mechanic in some of my future UMS maps (Btw I've always planned to turn UMS mapmaking eventually, you shall see more of me ).
Ideally this doesn't change the way the unit looks in the interface. Even as far as hovering over the weapon, it's default damage should remain the same.
Look how my autoharvester on the community project thread does it. it used different Action actors depending on the relative cliff heights.
You then want the second option of the 5 conditional Damage effects in a Set effect which replaces the original Damage effect for each weapon (alot of work)
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
GOAL: (1) If a unit on low ground attacks a unit on high ground, it does -30% damage (0.7 fraction). (2) If a unit attacks something on the same level or lower, it does full 100% damage. (3) Persistent through whole game. and (if it matters) (4) Should work on an individual basis, as in simultaneously in big/multiple battles. (5) Should be easily implemented into a Mod, as in not relying on regions (I think?).
-I've been a Melee mapmaker since the beta, but I've now decided to make my first Mod, and it requires a High Ground Mechanic. This is most of the editor work for the official FRB (Fewer Resources per Base) Mod, if that means anything to you; credit for helping will be given where due.
I've spent many hours trying to figure this out >.< I might be decent with the Data Editor now *celebrate*. I've searched this website for a long time and looked through the tutorials too, so please forgive me if I'm going about adding a High Ground Mechanic all wrong. But the framework for some of this seems to be there?
Data Editor -> Behaviors -> Neutral -> Buff -> "Damage Taken Minimal" - that does a factor of 0.1 but we want 0.7, but you get the idea
Data Editor -> Validators -> Location Compare Cliff Level -> "Cliff Level Lesser" - completely wrong?
I've added the behavior to units, without validator the damage reduction works, but doesn't account for high ground and works on everything. I've tried working with Effects -> Apply Behavior too, no luck. Am I just getting the Validator wrong?
I donno.. I thought I had it.. but maybe the Data Editor is the wrong place. The Trigger Editor seems too unlikely to work for how hard it will be to learn lol. Please Help!!! I beg u!!! Helping = many esports dollars :>
- Barrin
-High Ground Mechanic is possible,
@Barrin420: Go
What the hell is a *celebrate* data editor?
I would apply a buff that then adds 4 other buffs each disabled by a combine validator of Location Compare Cliff Level and Unit Order Queue. That way when attacking something over a cliff level the buff will activate. The buffs then use the Combat - Modification - Damage Dealt Faction field to adjust the damage.
An alternative is just give each weapon a Set effect that uses 5 different Damage effects, with 4 having your Location Compare Cliff Level validators to disable them unless fighting over the cliff.
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
Thanks for reply! <3
"4 other buffs" "5 different damage effects"
What is all this for? I don't know what to do with all these extra things :o
plz forgive ignorance >.< /beg
Hey I'm gonna post this in the Data section if that's okay; if one has to be closed please close this one.
Each buff adds por removes damage to your unit but only when it is attacking a target on a different cliff level.
The alternative is your weapon istead of doing a singe Damage type effect, does 5, but 4/5 at any instance are disabled depending on the cliff levels.
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 almighty Barrin making a mod :O
/offtopic
TY ty ^^
Still can't get it to work the way I want tho :o
For a while I had a misconception on how the Location Compare Cliff Level Validator works. Now I see why you would need multiple Buff Behaviors. But I still don't really know how to set all that up >.< lol.
TBH I'm not sure the Location Compare Cliff Level Validator is even working properly. I would deeply appreciate someone trying to reduplicate a working scenario of this. I've really spend a lot of time trying, but I'm so nooby with data editor atm >.< I plan on using a high ground mechanic in some of my future UMS maps (Btw I've always planned to turn UMS mapmaking eventually, you shall see more of me ).
Ideally this doesn't change the way the unit looks in the interface. Even as far as hovering over the weapon, it's default damage should remain the same.
Look how my autoharvester on the community project thread does it. it used different Action actors depending on the relative cliff heights.
You then want the second option of the 5 conditional Damage effects in a Set effect which replaces the original Damage effect for each weapon (alot of work)
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