There are a few ways to do this. The way JP says is to create a Damage effect, a Launch Missile effect, a Search Area effect, and a Persistant effect. Set damage to say... 5, set Launch missile Ammo used to w\e you want the bullet to look like, have the impact linked to the Damage.
Then have your Persistant have a period of w\e you want your weapon timer to be. Have its period effect do a Search Area, limited to 1 target(for conventional weapons). And the search area will trigger the launch missile effect.
Finally add a behavior buff that is linked to your Persistant, and attach the behavior to your unit. The downside to this, is it isn't controlable. It will attack the closest target. Always. The plus side, is you can have 3000 weapons, as long as you make them all in the same way.
Alright. I feel blind. There has to be something in here that will display how man stacks a behavior has. Where is it?
Also, is it possible to add 1 stack of a behavior by picking up an item. By picking up 2 it will give you your second stack of the behavior. I ask simply because I haven't gotten to the point of making the items themselves yet, I'm still making the behaviors and effects.
I sadly don't have the first idea of what to do in the event editor. Here I thought myself clever just changing the names from Neural Parasite to my ability.
I also can't think of a good way to remove the behaviour. I can't find a way to make a search area, only search in a Ring rather then a Circle, so that method is out. I was going to make the behavior apply a search effect that would look for the mule, but I can't seem to get that working either.
Hmmm, I quite liked the idea of having multiple tentacles flying all over the place. But if that can't be done, its simply a visual thing, I could just use other effects, just not a chain. Likely something like the hallucination birth model every time it ticks on each target it ticks on.
Is it possible to give a search area the parameters of a negative. For example, a ring, instead of a circle. So I could have 2 searches going on. The initial one places the behavior, then tied in with the persistent, I would have another one, in a ring just outside the range of the initial one, that would remove the behavior.
@TheOverbob: Go
Thanks for the reply. First question, what do I set my ability type to if not instant effect no target?
And sadly, the functionality I'm looking for will not work by running a search every .5 seconds, since I want it to be a 'use this at the right time or die' type ability when I transfer it into my other maps, and give the enemy some micro. I don't want it to register new units moving into range, just old ones that haven't left.
Have a region(In this case named RegionMeleeRange), shaped as a cone, attached to the unit(In this case varDT) with a slight offset so it is infront of the unit. Also have a variable(In this case varTriggerRunning), to make sure the trigger isn't ran multiple times.
Alrighty, so I've been playing around with the data editor more, trying to get my bearings with it, so I can stop being 'bad' and using the trigger editor for everything >.> I started with a tutorial, I beleive via Rileystarcraft, for making a Shockwave ability, went through it, made sense. I then tried to make my own little Nova type ability, which works, albeit looks kinda funny.
Now I'm trying to make an ability that is an instant effect, no target. It will launch a infestor tentacle at every enemy unit within X distance, and start channeling. The infested units will then take Y damage per second, and give that much life back to the caster unit. If the infested units move out of range, the tentacle and effects are broken.
So I made the ability, it works fine, but there's a few things that I can't seem to figure out.
I don't understand how to make it so my caster unit channels, as in sits there and cant be used until the channel is broken.
I don't understand how to make it so when my unit is channeling, the cancel button shows up instead of the others.
I don't understand how to make it so when the units move out of range, the effect breaks.
When the units die, the health gain keeps happening anyways, I want it to stop draining life if there is no life to drain.
I haven't the feintest idea how to do the graphics... I tried referencing the infestors ability, but I really am clueless when it comes to using the Event editor thing for the actors. I tried changing the Infestors tentacle actor's events that happened in relation to the infestors ability, to happen in relation to my ability instead. The effect was one single tentacle would pop up, and then just disapear without even connecting.
I don't know how to describe the methods I used 100% ahead of time, so I'm going to upload the map after I toss this up, and will edit this post to have it on it as soon as I can.
The ability I'm working on is named Drain Souls, and I believe everything is appropriately named and should be simple to find in the editor. I have my Drain Souls ability as an Effect - Instant, the effect is Drain Souls(Initial Search), which finds all enemy units within 8 units, and applies the effect Drain Souls(Launch Missile) to each, which fires my invisible tentacle, which applies the effect Drain Souls(Persistant) which ticks every .5 seconds, for 10 seconds, running Drain Souls(Persistant Set) each time, which splits off into Drain Souls(Damage) which is straight forward, dealing 5 damage; and Drain Souls(Health Gain) which grants the caster unit 5 health.
If there is anything else you need to know, I'll gladly try and explain myself further, but this was quite long winded as it is.
Something along these lines should work fine. Just have an array named varPlayerUnitCount with a size of however many players you have, that has the amount of units each of them has. Then this trigger should end the game in defeat for any player when they run out of units, leaving the last player standing as the only one in the game, which is an autowin if I remember.
I assume this is due to you using a building as a template, find the footprint and change it from 2x2 to... I can't remember what a unit has TBH, you would have to check the footprint of a unit.
It does this so you don't have sideways buildings, when you place a building, it flattens the ground right underneath it.
Best way to make a scarab is to wait a month for them to release the reaver in the editor. =O
I know it sounds kinda shitty, but there's a few things I want, and I don't want to make a major work around, and then try and remove it in a later version, since its such a pain to find everything you changed for the workaround. So I've decided to skip those parts and just tidy up the map until the rest of the stuff is released. Expecially if you want it down 'to its last detail'
You have to go into the settings, I don't remember which, since I'm not at home right now, and check View Raw Data. I beleive its under the View tab. TriggerAddEventMapInit() is a raw data trigger, its equivilant would be Map Initialization if your not viewing raw data. Alot of the tutorials go via Raw Data because alot of these guys were using the code before the editor was released. So they didn't need to adapt to blizzards words, and could just stick to the code they knew.
I already asked in that thread, but I got no insights. The difference is mine are placed at map start, and they still don't work. Mabye I'll try spawning them via trigger when I get home?
The data editor seems overly complicated, because it is. But being complicated means it lets us do alot of things that are pretty mind blowing. For example, you could put a search on your enemy units, still fire with triggers, but don't hit check with triggers. The search on the enemy units would be the hitcheck.
If I remember, Beider has a tutorial on a speed aura, which will show you how to make a behavior that searches. After you make that, just have the effect like gh0st00 said.
0
@qerodar: Go
Doesn't work. It doesn't allow multiples of the same weapon either.
@Paranoiks: Go
There are a few ways to do this. The way JP says is to create a Damage effect, a Launch Missile effect, a Search Area effect, and a Persistant effect. Set damage to say... 5, set Launch missile Ammo used to w\e you want the bullet to look like, have the impact linked to the Damage.
Then have your Persistant have a period of w\e you want your weapon timer to be. Have its period effect do a Search Area, limited to 1 target(for conventional weapons). And the search area will trigger the launch missile effect.
Finally add a behavior buff that is linked to your Persistant, and attach the behavior to your unit. The downside to this, is it isn't controlable. It will attack the closest target. Always. The plus side, is you can have 3000 weapons, as long as you make them all in the same way.
0
Alright. I feel blind. There has to be something in here that will display how man stacks a behavior has. Where is it?
Also, is it possible to add 1 stack of a behavior by picking up an item. By picking up 2 it will give you your second stack of the behavior. I ask simply because I haven't gotten to the point of making the items themselves yet, I'm still making the behaviors and effects.
0
I sadly don't have the first idea of what to do in the event editor. Here I thought myself clever just changing the names from Neural Parasite to my ability.
I also can't think of a good way to remove the behaviour. I can't find a way to make a search area, only search in a Ring rather then a Circle, so that method is out. I was going to make the behavior apply a search effect that would look for the mule, but I can't seem to get that working either.
0
Hmmm, I quite liked the idea of having multiple tentacles flying all over the place. But if that can't be done, its simply a visual thing, I could just use other effects, just not a chain. Likely something like the hallucination birth model every time it ticks on each target it ticks on.
Is it possible to give a search area the parameters of a negative. For example, a ring, instead of a circle. So I could have 2 searches going on. The initial one places the behavior, then tied in with the persistent, I would have another one, in a ring just outside the range of the initial one, that would remove the behavior.
0
@TheOverbob: Go Thanks for the reply. First question, what do I set my ability type to if not instant effect no target?
And sadly, the functionality I'm looking for will not work by running a search every .5 seconds, since I want it to be a 'use this at the right time or die' type ability when I transfer it into my other maps, and give the enemy some micro. I don't want it to register new units moving into range, just old ones that haven't left.
0
Perhaps something like this.
Have a region(In this case named RegionMeleeRange), shaped as a cone, attached to the unit(In this case varDT) with a slight offset so it is infront of the unit. Also have a variable(In this case varTriggerRunning), to make sure the trigger isn't ran multiple times.
0
Alrighty, so I've been playing around with the data editor more, trying to get my bearings with it, so I can stop being 'bad' and using the trigger editor for everything >.> I started with a tutorial, I beleive via Rileystarcraft, for making a Shockwave ability, went through it, made sense. I then tried to make my own little Nova type ability, which works, albeit looks kinda funny.
Now I'm trying to make an ability that is an instant effect, no target. It will launch a infestor tentacle at every enemy unit within X distance, and start channeling. The infested units will then take Y damage per second, and give that much life back to the caster unit. If the infested units move out of range, the tentacle and effects are broken.
So I made the ability, it works fine, but there's a few things that I can't seem to figure out.
I don't know how to describe the methods I used 100% ahead of time, so I'm going to upload the map after I toss this up, and will edit this post to have it on it as soon as I can.
The ability I'm working on is named Drain Souls, and I believe everything is appropriately named and should be simple to find in the editor. I have my Drain Souls ability as an Effect - Instant, the effect is Drain Souls(Initial Search), which finds all enemy units within 8 units, and applies the effect Drain Souls(Launch Missile) to each, which fires my invisible tentacle, which applies the effect Drain Souls(Persistant) which ticks every .5 seconds, for 10 seconds, running Drain Souls(Persistant Set) each time, which splits off into Drain Souls(Damage) which is straight forward, dealing 5 damage; and Drain Souls(Health Gain) which grants the caster unit 5 health.
If there is anything else you need to know, I'll gladly try and explain myself further, but this was quite long winded as it is.
0
I'm not at home, so this may be a bit off on exact wording.
Something along these lines should work fine. Just have an array named varPlayerUnitCount with a size of however many players you have, that has the amount of units each of them has. Then this trigger should end the game in defeat for any player when they run out of units, leaving the last player standing as the only one in the game, which is an autowin if I remember.
0
I assume this is due to you using a building as a template, find the footprint and change it from 2x2 to... I can't remember what a unit has TBH, you would have to check the footprint of a unit.
It does this so you don't have sideways buildings, when you place a building, it flattens the ground right underneath it.
0
http://forums.sc2mapster.com/development/tutorials/2837-video-tutorial-banks/
There's a tutorial covering banks, which is what you want.
0
@GnaReffotsirk: Go
Best way to make a scarab is to wait a month for them to release the reaver in the editor. =O
I know it sounds kinda shitty, but there's a few things I want, and I don't want to make a major work around, and then try and remove it in a later version, since its such a pain to find everything you changed for the workaround. So I've decided to skip those parts and just tidy up the map until the rest of the stuff is released. Expecially if you want it down 'to its last detail'
0
You have to go into the settings, I don't remember which, since I'm not at home right now, and check View Raw Data. I beleive its under the View tab. TriggerAddEventMapInit() is a raw data trigger, its equivilant would be Map Initialization if your not viewing raw data. Alot of the tutorials go via Raw Data because alot of these guys were using the code before the editor was released. So they didn't need to adapt to blizzards words, and could just stick to the code they knew.
0
Save, Close, Re-open.
The hole should be gone.
0
I have the same problem. Kinda.
http://forums.sc2mapster.com/development/map-development/3298-turrets-not-visibly-working/
I already asked in that thread, but I got no insights. The difference is mine are placed at map start, and they still don't work. Mabye I'll try spawning them via trigger when I get home?
0
The data editor seems overly complicated, because it is. But being complicated means it lets us do alot of things that are pretty mind blowing. For example, you could put a search on your enemy units, still fire with triggers, but don't hit check with triggers. The search on the enemy units would be the hitcheck.
If I remember, Beider has a tutorial on a speed aura, which will show you how to make a behavior that searches. After you make that, just have the effect like gh0st00 said.