I use "Vitals gained per point of damage taken" in "Behavior - Modification+" (with minimal damage = 1). Its is calculated after armor due reliance on actual damage taken. I don't know any side effects tho (and i wasn't looking for them yet)...well except that its not reflected in triggers using "amount of damage taken"
ok I just did another test, interesting result>> all shield stats: 0
+Ability: Defence Matrix
+Ability: Psi Shield
No visual protoss shield effect BUT, the missles stop at the point where the shield should of been, just as a heads up, this opens a whole new unit control thing. Now you can dupe the psi shield ability, trigger it on a unit and have it say "I have the telekinetik power of making missiles explode in midd+air Buahahaha"
I dont know if thats the case but today i had issue while hitting my unit with sentry-like beam (constant). The beam was attaching to shield even when it was 0. The issue was "Radius to target" field which i had at 1.0 . Setting it to 0.01 fixed problem (as 0 returns error)
Did you test the map in multiplayer? I'm wondering how Starcraft will preform with more players and all those triggers to update ai stats etc at once. I'm asking because i'm curious is it worth to design some custom engine.
As said before, Sc2 is only approximating the number (so do a lot of programs and languages, just with a different degree of accuracy). But if I remember correctly it goes lower than 1/16th. I think it was something like 1/4000th.
Is it necessary for you to have even higher accuracy? Or was it just curiosity?
Well i was searching for bug and i found this but i believe i will find workaround
i found this weird behavior and i already don't know if i'm doing something wrong or script lies to me
If i do
r = (255 / 16)
i get 15,937744 with precision of 6 which is already even wrong because 4 should be enough. 255/16 should be 15,9375 and thats it. And to check i did 15,9375 * 16 and it gives back 255 in galaxy and win calculator....
This thread and Kueken531 inspired me to create this small app which will output xp values ready to copy paste into raw data uncombined field.
Requires NET framework 4 i believe
How to use it in practice: Create first level of your veterancy behavior, set up stuff you want to change each level (like hp etc),copy paste first level X amount of times, switch to Raw Data view and uncheck Combine Structure Values, run the app, set up formula to your liking, click generated values and hit Ctrl+C, select Field
CBehaviorVeterancy_VeterancyLevelArray_MinVeterancyXP and hit Ctrl+V
Another way to use it is if you use veterancy only for levels and handle stats with upgrades; Generate needed levels, press ctrl+shift+n, ctrl+d, in field: "CBehaviorVeterancy_VeterancyLevelArray_MinVeterancyXP": paste the values and editor will generate default stats for all levels :)
<sub>if you want to enter negative values: first type amount than add - at beginning</sub>
At first i thought it will be same pain but i got idea.
Instead of modifying stuff like hp per level etc i will set everything up in first index, copy paste rest levels and just edit most important xp field in raw uncombined format. Thanks for this info it will save me some time
(already working on some simple VB app to make output with values ;) )
Im looking for a way to modify all veterancy levels data easly. At the moment if i want, lets say, edit hp gained per level i have to go thru all those XX levels in laggy fasion and modify it manually for each.
1. How i can modify Veterancy's level X specific data? I don't even have a clue for proper syntax for using Catalog - "Set value of" function
Im thinking here about something like SetValue of Veterancy's.WeaponDamagefraction[level] = x (i could loop it and it would become a breeze)
2. Any other solutions to make editing like 99 levels without that much pain?
Nothing pro here just my small somehow useful function :)
Feel free to do anything with it, its not anything big which i could care about ;)
Demo map shows some of possibilities, of course whole function wont create epic stuff, i use it to create fast borders for items like Dialog images etc. Its one call and your done.
small issues: Borders are attached to center so their size may not update on Dialog item size change, also math its not 100% precise, sometimes borders are little off but you can correct this with proper values
If your Epileptic dont watch demo!
Edit: Added "Creation Delay" for animations etc. Demo updated
Every time you have to point something (like text for example)
first: you can always combine it (math / String->Combine etc)
sec: You can always convert most things to other data type like integer/real to text/string for example, most time work both ways (string <-> integer)
lower window part may look like this (click on "Text <Text+>" to add another lines)
I'm quite annoyed because i use 3 progress bars and i need them to have custom color yet game insist on coloring inner part according to Player's race...
I even tried adding custom made non-white bars and it still tries to color them
alternatively if you want just a bit of code you can add Action - "Custom Script" in your GUI trigger. Its good for start because you don't have to code events etc.
0
I use "Vitals gained per point of damage taken" in "Behavior - Modification+" (with minimal damage = 1). Its is calculated after armor due reliance on actual damage taken. I don't know any side effects tho (and i wasn't looking for them yet)...well except that its not reflected in triggers using "amount of damage taken"
0
I dont know if thats the case but today i had issue while hitting my unit with sentry-like beam (constant). The beam was attaching to shield even when it was 0. The issue was "Radius to target" field which i had at 1.0 . Setting it to 0.01 fixed problem (as 0 returns error)
0
i would type it in custom script so it doesn't go away whatever happens
0
Thats sad to hear. Well thanks for info anyway, i will take it into account.
0
Did you test the map in multiplayer? I'm wondering how Starcraft will preform with more players and all those triggers to update ai stats etc at once. I'm asking because i'm curious is it worth to design some custom engine.
0
Well i was searching for bug and i found this but i believe i will find workaround
0
hmm, alright i wasnt 100% correct here. I'm using exactly:
I run it and it shows 15,937744 . I'm doing something wrong then?
Edit: Ah now it seems that 100*2,55 = 255,004883 :s
Little more testing shows
200 / 10 = 20
20 / 1 = 20
2 / 0,1 = 19,9804687500
0.1 * 0.1 = 0,0100097656
it almost looks like rain of errors in process :p
0
Hello
i found this weird behavior and i already don't know if i'm doing something wrong or script lies to me
If i do r = (255 / 16)
i get 15,937744 with precision of 6 which is already even wrong because 4 should be enough.
255/16 should be 15,9375 and thats it. And to check i did 15,9375 * 16 and it gives back 255 in galaxy and win calculator....
How i can help it?
0
Hello
This thread and Kueken531 inspired me to create this small app which will output xp values ready to copy paste into raw data uncombined field.
Requires NET framework 4 i believe
How to use it in practice:
Create first level of your veterancy behavior,
set up stuff you want to change each level (like hp etc),copy paste first level X amount of times,
switch to Raw Data view and uncheck Combine Structure Values,
run the app, set up formula to your liking, click generated values and hit Ctrl+C,
select Field CBehaviorVeterancy_VeterancyLevelArray_MinVeterancyXP and hit Ctrl+V
Another way to use it is if you use veterancy only for levels and handle stats with upgrades; Generate needed levels, press ctrl+shift+n, ctrl+d, in field:
"CBehaviorVeterancy_VeterancyLevelArray_MinVeterancyXP": paste the values and editor will generate default stats for all levels :)
<sub>if you want to enter negative values: first type amount than add - at beginning</sub>
0
I didn't knew you can modify those like that.
At first i thought it will be same pain but i got idea.
Instead of modifying stuff like hp per level etc i will set everything up in first index, copy paste rest levels and just edit most important xp field in raw
uncombined format. Thanks for this info it will save me some time
(already working on some simple VB app to make output with values ;) )
done (lol) here
0
Hello
Im looking for a way to modify all veterancy levels data easly. At the moment if i want, lets say, edit hp gained per level i have to go thru all those XX levels in laggy fasion and modify it manually for each.
1. How i can modify Veterancy's level X specific data? I don't even have a clue for proper syntax for using Catalog - "Set value of" function
Im thinking here about something like SetValue of Veterancy's.WeaponDamagefraction[level] = x (i could loop it and it would become a breeze)
2. Any other solutions to make editing like 99 levels without that much pain?
0
Hello
Nothing pro here just my small somehow useful function :)
Feel free to do anything with it, its not anything big which i could care about ;)
Demo map shows some of possibilities, of course whole function wont create epic stuff, i use it to create fast borders for items like Dialog images etc. Its one call and your done.
small issues: Borders are attached to center so their size may not update on Dialog item size change, also math its not 100% precise, sometimes borders are little off but you can correct this with proper values
If your Epileptic dont watch demo!
Edit: Added "Creation Delay" for animations etc. Demo updated
0
Every time you have to point something (like text for example)
first: you can always combine it (math / String->Combine etc)
sec: You can always convert most things to other data type like integer/real to text/string for example, most time work both ways (string <-> integer)
lower window part may look like this (click on "Text <Text+>" to add another lines)
For conversion when asked for value you go to Conversion (in left side) Check "Source" to "function" first.
0
Hello
I'm quite annoyed because i use 3 progress bars and i need them to have custom color yet game insist on coloring inner part according to Player's race... I even tried adding custom made non-white bars and it still tries to color them
0
alternatively if you want just a bit of code you can add Action - "Custom Script" in your GUI trigger. Its good for start because you don't have to code events etc.