The unit I am trying to make is named "Builder - Changeling" and the unit that has 45+ Abilities while still working properly is "Builder - Changeling (ID 1)".
A short summary:
The other unit is preplaced, my own unit has to be selected from the dropship (due to creation triggers). Build a Infestation Pit/Transformation Asylum, depending on the unit and research the different mutations - then under (T) you find the morphs. My unit only has 1 morph because GE removes the other ones due to the ability limit - but the other unit can still morph freely.
Also please note: The mod overwrites a lot of original units. It was not made by me. The original creators didn't know that you should copy units before changing them for a custom game.
I have a unit that can morph into 4 different units. But the ability buttons all disappear in the game and I get an error "too many abilities" and then a list of all the morph units.
I know that the abilities of all units a unit can morph into are counted together, but what baffles me is that I copied that unit for a similar one. That similar one has WAY more abilities and the morphs of that one also have way more abilites. So how can it be that the other unit works fine and mine is confronted with this stupid issue?
The other unit has 45+ abilities if you count all the units it can morph into together, mine has less than 20.
I used a signle local variable. I just didn't know how to get the current life percentage as integer, but I figured it out. Thanks, everything working great.
Just out of curiosity - if I split a unit at very low HP, the unit dies. I used the same local variable and the same trigger basically (first action is setting the variable to current life percentage and the last action is to set it to this value again). Now I changed the "Set Variable" function to an expression "current life percentage" +1 and due to the +1 it now works properly and the unit doesn't die.
Anyone know why this happened? What does the life percentage trigger return? I think when at very low HP it returns "0" as percentage if life is under 0.5% and thus kills the unit. The +1 prevents that of course.
Eh - could solve my problems, but I might have one left.
Whenever the growth on a unit changes, I run a bunch of actions: Remove all growth buffs/debuffs from the unit and add an amount of those buffs/debuffs again depending on the growth. This causes the unit to be healed to 100% though. What can I do to leave the system like this (because it perfectly adjust to any change to growth that can happen) and make sure when the unit gains growth it isn't fully healed?
I've searched through the editor quite a while, but I couldn't find a Damage Display Flags option. I know there are display flags for speed, range, weapon speed, armor, shield armor etc. but I cannot find one for damage.
In most cases collapsed buffed display flags for damage would be annoying, but I got a certain unit that would benefit a lot from that.
So I tried it with mostly Data, but it doesn't work. I now need to find a way to make the trigger remove 50% of the stacks of the behavior that adds the attribute when the unit splits. I am not good at triggers so any help appreciated (I know this isn't really hard, but I still can't do it).
Sorry, I am trying to be clear, but it's not that easy.
So my own idea was to have 2 behaviors where one reduces the maximum vitals fraction by 0.01 and the damage dealt fraction by 0.01 [#1] and the other increases it by that amount [#2]. And then tie them to an attribute via triggers.
So the unit starts with 100 Growth - the attribute I want to make. Whenever it gets below 100 Growth (by splitting) it gets stacks of the first behavior [#1] depending on [100 - Current Attribute Stack]. And whenever it gets above 100% it gets stacks of the other behavior [#2] depending on [Current Attribute Stack - 100].
And there is another behavior on the unit that gives +1 of that attribute periodically - but I guess that's obvious.
Yes - and it can happen that for example you have 4 units at 25% and then 3 die. And you split the last remaining one into 4 again, each having 6.25% of the normal strength then.
Well, but they can split more than once. You start with one builder, who then splits into up to 5 smaller versions of itself. It should work with every thinkable variation.
Also keep in mind that I want to be able to combine two of those workers at any given time to add their growth to the unit that is created.
I am re-doing a builder for a map that my friend and me are developing.
The unit can split itself if there is enough supply, to create two units with the exact same abilities and stats, but with 50% growth. Growth reduces the damage dealt and the maximum life, but can also increase it if it's over 100%. So a 50% unit deals only 50% damage and only has 50% max HP. They grow with time until they reach 100%. At any given time the units can be united to get a unit with >100% growth, which then has more than the usual HP and damage.
To do this in a nice-looking and proper fashion, I would like "growth" to be an attribute. But I don't know how to setup the attribute to act like I want and I also don't know what to do with triggers. I assume I need two different behaviors or attributes for this, because I cannot think of a way to have a single attribute/behavior reduce the % of damage and HP aswell as increase it, depending on stackcount.
Here is another problem: I have an ability that does damage and - if there are 3 certain behaviors on the target - also does AoE damage. So I made 3 validators with "Compare Unit Behavior Count" put my 3 behaviors in, set the value to 1 and the unit to None:Target. Then I made a combine validator and set it to "and" and added my 3 other validators. Then I added the validator to the search effect.
So now I have a set effect with the damage that is done no matter what and the search with the rest of the ability that should only occur with the 3 behaviors on the target. But no matter what I change about my validators, they seem to always return false.
Without the validator the effect works properly.
I removed single validators from the combine validator but that didn't change anything. Adding the validators individually instead of per combine validator also didn't do anything.
So definitely the validators are the problem.
Edit: Ha, pretty simple why it didn't work - the ability had the damage before the search, so in all cases the unit was dead after the first part of the ability. It worked without the validators because that meant that I didn't need to apply the behaviors (which deal considerable damage) and thus the unit survived the initial damage.
Pro tip: Always make sure your set effect-effects are in the right order.
Well, there are only normal trees, so no issue with that. And like I said, the resource gathering part is working fine, so is the "built on" part. Whats not working is that the structures (all I made) are invisible during construction and the mineral-building is also invisble once built. How can I make them display the protoss construction animation when they are being built?
In my map trees replace minerals. Trees are 1x1, but not really different from minerals in everything else.
I want to make a building to place ontop of them that harvests resources. The harvesting part works fine, but I can't seem to get the actors right.
My first problem with this and other buildings - there is no animation while they are constructing. I would like them to have the Protoss Construction animation.
Secondly, the building disappears when placed on a mineral field (I am working on a seperate map file currently, that's why I can't test it with my trees).
I would also like to know if it is possible for an upgrade to replace a different upgrade, meaning that if you research upgrade 1 you lose upgrade 2 and vice versa.
0
No, it is definitely more than 45 abilities.
The unit I am trying to make is named "Builder - Changeling" and the unit that has 45+ Abilities while still working properly is "Builder - Changeling (ID 1)".
A short summary: The other unit is preplaced, my own unit has to be selected from the dropship (due to creation triggers). Build a Infestation Pit/Transformation Asylum, depending on the unit and research the different mutations - then under (T) you find the morphs. My unit only has 1 morph because GE removes the other ones due to the ability limit - but the other unit can still morph freely.
Also please note: The mod overwrites a lot of original units. It was not made by me. The original creators didn't know that you should copy units before changing them for a custom game.
0
I have a unit that can morph into 4 different units. But the ability buttons all disappear in the game and I get an error "too many abilities" and then a list of all the morph units.
I know that the abilities of all units a unit can morph into are counted together, but what baffles me is that I copied that unit for a similar one. That similar one has WAY more abilities and the morphs of that one also have way more abilites. So how can it be that the other unit works fine and mine is confronted with this stupid issue?
The other unit has 45+ abilities if you count all the units it can morph into together, mine has less than 20.
0
So there is no such thing? Maybe with triggers?
0
I used a signle local variable. I just didn't know how to get the current life percentage as integer, but I figured it out. Thanks, everything working great.
Just out of curiosity - if I split a unit at very low HP, the unit dies. I used the same local variable and the same trigger basically (first action is setting the variable to current life percentage and the last action is to set it to this value again). Now I changed the "Set Variable" function to an expression "current life percentage" +1 and due to the +1 it now works properly and the unit doesn't die.
Anyone know why this happened? What does the life percentage trigger return? I think when at very low HP it returns "0" as percentage if life is under 0.5% and thus kills the unit. The +1 prevents that of course.
0
Eh - could solve my problems, but I might have one left.
Whenever the growth on a unit changes, I run a bunch of actions: Remove all growth buffs/debuffs from the unit and add an amount of those buffs/debuffs again depending on the growth. This causes the unit to be healed to 100% though. What can I do to leave the system like this (because it perfectly adjust to any change to growth that can happen) and make sure when the unit gains growth it isn't fully healed?
0
I've searched through the editor quite a while, but I couldn't find a Damage Display Flags option. I know there are display flags for speed, range, weapon speed, armor, shield armor etc. but I cannot find one for damage.
In most cases collapsed buffed display flags for damage would be annoying, but I got a certain unit that would benefit a lot from that.
0
Surprisingly, I got it to work myself. Seems like I learn quite fast in terms of triggers.
If anyone wants to do a similar ability or unit, write it, so I can post you the map.
I might need further help - if so, I will reply here another time.
0
So I tried it with mostly Data, but it doesn't work. I now need to find a way to make the trigger remove 50% of the stacks of the behavior that adds the attribute when the unit splits. I am not good at triggers so any help appreciated (I know this isn't really hard, but I still can't do it).
0
Sorry, I am trying to be clear, but it's not that easy.
So my own idea was to have 2 behaviors where one reduces the maximum vitals fraction by 0.01 and the damage dealt fraction by 0.01 [#1] and the other increases it by that amount [#2]. And then tie them to an attribute via triggers.
So the unit starts with 100 Growth - the attribute I want to make. Whenever it gets below 100 Growth (by splitting) it gets stacks of the first behavior [#1] depending on [100 - Current Attribute Stack]. And whenever it gets above 100% it gets stacks of the other behavior [#2] depending on [Current Attribute Stack - 100].
And there is another behavior on the unit that gives +1 of that attribute periodically - but I guess that's obvious.
0
Yes - and it can happen that for example you have 4 units at 25% and then 3 die. And you split the last remaining one into 4 again, each having 6.25% of the normal strength then.
0
Well, but they can split more than once. You start with one builder, who then splits into up to 5 smaller versions of itself. It should work with every thinkable variation.
Also keep in mind that I want to be able to combine two of those workers at any given time to add their growth to the unit that is created.
0
I am re-doing a builder for a map that my friend and me are developing.
The unit can split itself if there is enough supply, to create two units with the exact same abilities and stats, but with 50% growth. Growth reduces the damage dealt and the maximum life, but can also increase it if it's over 100%. So a 50% unit deals only 50% damage and only has 50% max HP. They grow with time until they reach 100%. At any given time the units can be united to get a unit with >100% growth, which then has more than the usual HP and damage.
To do this in a nice-looking and proper fashion, I would like "growth" to be an attribute. But I don't know how to setup the attribute to act like I want and I also don't know what to do with triggers. I assume I need two different behaviors or attributes for this, because I cannot think of a way to have a single attribute/behavior reduce the % of damage and HP aswell as increase it, depending on stackcount.
0
Okay, gonna try it out.
Here is another problem: I have an ability that does damage and - if there are 3 certain behaviors on the target - also does AoE damage. So I made 3 validators with "Compare Unit Behavior Count" put my 3 behaviors in, set the value to 1 and the unit to None:Target. Then I made a combine validator and set it to "and" and added my 3 other validators. Then I added the validator to the search effect.
So now I have a set effect with the damage that is done no matter what and the search with the rest of the ability that should only occur with the 3 behaviors on the target. But no matter what I change about my validators, they seem to always return false.
Without the validator the effect works properly.
I removed single validators from the combine validator but that didn't change anything. Adding the validators individually instead of per combine validator also didn't do anything.
So definitely the validators are the problem.
Edit: Ha, pretty simple why it didn't work - the ability had the damage before the search, so in all cases the unit was dead after the first part of the ability. It worked without the validators because that meant that I didn't need to apply the behaviors (which deal considerable damage) and thus the unit survived the initial damage.
Pro tip: Always make sure your set effect-effects are in the right order.
0
Well, there are only normal trees, so no issue with that. And like I said, the resource gathering part is working fine, so is the "built on" part. Whats not working is that the structures (all I made) are invisible during construction and the mineral-building is also invisble once built. How can I make them display the protoss construction animation when they are being built?
0
In my map trees replace minerals. Trees are 1x1, but not really different from minerals in everything else.
I want to make a building to place ontop of them that harvests resources. The harvesting part works fine, but I can't seem to get the actors right.
My first problem with this and other buildings - there is no animation while they are constructing. I would like them to have the Protoss Construction animation.
Secondly, the building disappears when placed on a mineral field (I am working on a seperate map file currently, that's why I can't test it with my trees).
I would also like to know if it is possible for an upgrade to replace a different upgrade, meaning that if you research upgrade 1 you lose upgrade 2 and vice versa.