Is there a way to use triggers to find a unit's current energy? I am trying to make a starcraft 2 version of the map 'Wolf Pack' from Warcraft 3. I have a lot of the stuff down, but I can't find a way to have the unit's health decrease when their energy depletes. I have tried passives with validators (Must be Less Than or Equal To 0, Vital:Energy), but it won't seem to work. Any ideas??
One thing to note is that if the unit has any energy regeneration at all, even if debuffs are reducing energy faster than it regenerates, the unit's energy won't reach 0 for triggering/validating purposes. It's better to have a validator or condition which checks to see if the unit's energy is less than 2 or 3 rather than equal to 0. This is a problem I ran into for one of my maps which does pretty much the same thing you're looking at here.
One thing to note is that if the unit has any energy regeneration at all, even if debuffs are reducing energy faster than it regenerates, the unit's energy won't reach 0 for triggering/validating purposes. It's better to have a validator or condition which checks to see if the unit's energy is less than 2 or 3 rather than equal to 0. This is a problem I ran into for one of my maps which does pretty much the same thing you're looking at here.
That would do it. I was fiddling around with it a bit after posting this and somehow got it to work. No clue how, but it does. At this point I am on a passive ability that returns a percentage of damage back to the attacker. I tried using some tutorials, but they didn't work. Any helpful tips?
EDIT: added screenshot instead. Modify for your needs.
What tag should i use to display trigger as text?
EDIT2: i recommend you remove standar energy regeneration fully
The problem I had was that there is no event that checks for vitals reaching a certain point. I found a way to make the life decrease (An ability that only activates at 0 energy that reduces hp regen by 15 or the like), but I have no clue how...but it works so I am not going to complain.
I'm not really sure what you're asking. What isn't working?
I got the energy part to work, but I need help with another ability >.>
The ability is supposed to return damage based on a percentage of the damage recieved.
I had a few problems. For one, whenever the unit with the ability was attacked repeatedly in a short period of time (say, by a few zerglings), it would start lagging the game until they stopped (usually by being killed). Also, the unit attacking (a Brutalisk) would take damage when IT dealt damage as well.
When someone chooses a Brutalisk, it puts the Brutalisk into a group (Brutalisk at the bottom of the picture). Spiked Carapace is a dummy ability I thought I could use to make it so that the Brutalisk had to level it up. Not entirely sure if it worked :/ (Yes this is a hero, using Unit editor rather than Hero since I can't figure that out)
I know I have a few extra things in there, but I can't figure out what :(
All of my Brutalisk abilities and such have the prefix Brutalisk- so that is what it is. The field value and effect are the same :)
Sorry about my newbishness about this. It is my first real map. But you guys are being a real help! I will put Sc2Mapster as a helper with triggers for sure :) (And individual screen names if you want)
The problem I had was that there is no event that checks for vitals reaching a certain point. I found a way to make the life decrease (An ability that only activates at 0 energy that reduces hp regen by 15 or the like), but I have no clue how...but it works so I am not going to complain.
I got the energy part to work, but I need help with another ability >.> The ability is supposed to return damage based on a percentage of the damage recieved. I had a few problems. For one, whenever the unit with the ability was attacked repeatedly in a short period of time (say, by a few zerglings), it would start lagging the game until they stopped (usually by being killed). Also, the unit attacking (a Brutalisk) would take damage when IT dealt damage as well.
When someone chooses a Brutalisk, it puts the Brutalisk into a group (Brutalisk at the bottom of the picture). Spiked Carapace is a dummy ability I thought I could use to make it so that the Brutalisk had to level it up. Not entirely sure if it worked :/ (Yes this is a hero, using Unit editor rather than Hero since I can't figure that out) I know I have a few extra things in there, but I can't figure out what :( All of my Brutalisk abilities and such have the prefix Brutalisk- so that is what it is. The field value and effect are the same :)
Sorry about my newbishness about this. It is my first real map. But you guys are being a real help! I will put Sc2Mapster as a helper with triggers for sure :) (And individual screen names if you want)
You could probably accomplish a "thorns aura" type of effect using a damage response behavior. This would remove the need for triggers entirely and would probably run much more efficiently. Most of the parameters in the Combat - Damage Response field are pretty self-explanatory and have tooltips to help the more obscure options. Most notably, you want to change Chance to 1 (or, at least, something greater than 0) and Location to "attacker."
You could probably accomplish a "thorns aura" type of effect using a damage response behavior. This would remove the need for triggers entirely and would probably run much more efficiently. Most of the parameters in the Combat - Damage Response field are pretty self-explanatory and have tooltips to help the more obscure options. Most notably, you want to change Chance to 1 (or, at least, something greater than 0) and Location to "attacker."
Could you put a description/screenshot if I want it to deal 10% damage to the attacker? After that I can probably figure out how to get it done. Another problem is that I don't want multiple behaviors to be active, since this is a levelup-able ability, it will have more than 1 level (probably 3). Do I put it as just a normal ability, or as a passive?
I'm pretty sure it's as simple as changing the fraction field to 0.1. Experiment with it a bit.
There are a couple of ways you can replace the buff. The easiest one would be to give the buff a timed duration (2 seconds or so) and have another behavior repeatedly apply it every {thorns aura buff duration} seconds. This way, if the unit would lose the behavior for whatever reason, the aura would automatically dissipate after a short period. You could alternatively remove the buff using an effect or by triggers.
You would only need to tie the thorns aura behavior to an ability if you want some sort of active mechanic for the ability (such as toggling it on or off or giving it some alternate active effect.) Giving it a passive button on the unit's command card will not affect how the behavior will... well... behave...
I'm pretty sure it's as simple as changing the fraction field to 0.1. Experiment with it a bit.
There are a couple of ways you can replace the buff. The easiest one would be to give the buff a timed duration (2 seconds or so) and have another behavior repeatedly apply it every {thorns aura buff duration} seconds. This way, if the unit would lose the behavior for whatever reason, the aura would automatically dissipate after a short period. You could alternatively remove the buff using an effect or by triggers.
You would only need to tie the thorns aura behavior to an ability if you want some sort of active mechanic for the ability (such as toggling it on or off or giving it some alternate active effect.) Giving it a passive button on the unit's command card will not affect how the behavior will... well... behave...
It isn't going to be an aura. It is for a single character. The problem I am having just won't seem to go away :( I did try changing the fraction field to .1, but it wasn't doing any damage. The problem I am having for the passive vs ability is that it needs to be able to be leveled up. Can the learn behavior be used with passives?
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Is there a way to use triggers to find a unit's current energy? I am trying to make a starcraft 2 version of the map 'Wolf Pack' from Warcraft 3. I have a lot of the stuff down, but I can't find a way to have the unit's health decrease when their energy depletes. I have tried passives with validators (Must be Less Than or Equal To 0, Vital:Energy), but it won't seem to work. Any ideas??
One thing to note is that if the unit has any energy regeneration at all, even if debuffs are reducing energy faster than it regenerates, the unit's energy won't reach 0 for triggering/validating purposes. It's better to have a validator or condition which checks to see if the unit's energy is less than 2 or 3 rather than equal to 0. This is a problem I ran into for one of my maps which does pretty much the same thing you're looking at here.
That would do it. I was fiddling around with it a bit after posting this and somehow got it to work. No clue how, but it does. At this point I am on a passive ability that returns a percentage of damage back to the attacker. I tried using some tutorials, but they didn't work. Any helpful tips?
@dethonator00000: Go
I'm not really sure what you're asking. What isn't working?
EDIT: added screenshot instead. Modify for your needs.
What tag should i use to display trigger as text?
EDIT2: i recommend you remove standar energy regeneration fully
The problem I had was that there is no event that checks for vitals reaching a certain point. I found a way to make the life decrease (An ability that only activates at 0 energy that reduces hp regen by 15 or the like), but I have no clue how...but it works so I am not going to complain.
I got the energy part to work, but I need help with another ability >.> The ability is supposed to return damage based on a percentage of the damage recieved. I had a few problems. For one, whenever the unit with the ability was attacked repeatedly in a short period of time (say, by a few zerglings), it would start lagging the game until they stopped (usually by being killed). Also, the unit attacking (a Brutalisk) would take damage when IT dealt damage as well.
When someone chooses a Brutalisk, it puts the Brutalisk into a group (Brutalisk at the bottom of the picture). Spiked Carapace is a dummy ability I thought I could use to make it so that the Brutalisk had to level it up. Not entirely sure if it worked :/ (Yes this is a hero, using Unit editor rather than Hero since I can't figure that out) I know I have a few extra things in there, but I can't figure out what :( All of my Brutalisk abilities and such have the prefix Brutalisk- so that is what it is. The field value and effect are the same :)
Sorry about my newbishness about this. It is my first real map. But you guys are being a real help! I will put Sc2Mapster as a helper with triggers for sure :) (And individual screen names if you want)
You could probably accomplish a "thorns aura" type of effect using a damage response behavior. This would remove the need for triggers entirely and would probably run much more efficiently. Most of the parameters in the Combat - Damage Response field are pretty self-explanatory and have tooltips to help the more obscure options. Most notably, you want to change Chance to 1 (or, at least, something greater than 0) and Location to "attacker."
Could you put a description/screenshot if I want it to deal 10% damage to the attacker? After that I can probably figure out how to get it done. Another problem is that I don't want multiple behaviors to be active, since this is a levelup-able ability, it will have more than 1 level (probably 3). Do I put it as just a normal ability, or as a passive?
@dethonator00000: Go
I'm pretty sure it's as simple as changing the fraction field to 0.1. Experiment with it a bit.
There are a couple of ways you can replace the buff. The easiest one would be to give the buff a timed duration (2 seconds or so) and have another behavior repeatedly apply it every {thorns aura buff duration} seconds. This way, if the unit would lose the behavior for whatever reason, the aura would automatically dissipate after a short period. You could alternatively remove the buff using an effect or by triggers.
You would only need to tie the thorns aura behavior to an ability if you want some sort of active mechanic for the ability (such as toggling it on or off or giving it some alternate active effect.) Giving it a passive button on the unit's command card will not affect how the behavior will... well... behave...
It isn't going to be an aura. It is for a single character. The problem I am having just won't seem to go away :( I did try changing the fraction field to .1, but it wasn't doing any damage. The problem I am having for the passive vs ability is that it needs to be able to be leveled up. Can the learn behavior be used with passives?