Events
Timer - Every 30.0 seconds of Game Time
Local Variables
Conditions
Actions
Player - Modify player # Minerals: Add/Subtract ((Number of Living units in Unit Group) +/- #)
Set "unit group" like
Unit Group: Units In Unit Group With Alliance
Group: (No Value)
Alliance: Enemy/Ally
Player: 1
Count: Any Amount
There is a bug in my "bank" lol. Tell me if this look alright? What's basicly going on is that when you are in-game it does track and Record the bank numbers, can see it in a dialog box. But when i start a 'new game' or simply 'restart' the map the value is gone. -0-... I do have the "SAVE BANK" on it so im not sure where its going wrong. Could it be that the Bank has an Array {6} on it?
Thanks for any feedback.
Events
Game - Map initialization
Local Variables
Conditions
Actions
Bank - Preload and synchronize bank "BANK" for player 1
Bank - Open bank "BANK" for player 1
Variable - Set BANKVariable[1] = (Last opened bank)
Variable - Set integerVariable[1] = (Load "Key" of section "Section" from bank (Last opened bank) as integer value)
Unit dies-
Variable - Modify IntegerVariable[1]: + 1000
Bank - Save bank "BANK"[1]
<<quote 2631691>>
I have a problem with my map where you can attack your ally's. I have tried a lot of things but none of them have worked. I was wondering if any of you could help. Thanks.
<</quote>>
Events
Unit - Any Unit is attacked with Any Weapon
Local Variables
Conditions
(Owner of (Triggering unit)) == 1
Actions
Unit - Kill (Triggering unit)
Is an example using triggers. What do you want to happen. If you want to outright prevent friendly fire then you can't do it in triggers, well, maybe you could but it would be the hard way instead of the data editor.
As the Title reads. I have a Ability that uses Charges instead of Energy to use. What i am wondering is there ANY way to replenish these charges after they are used up? Or would i simply be better off having it use Energy and having the energy regenerate for additional uses. The energy would work but i don't want this to be affected by Things like Feedback or EMP.
I use the Sentry's Guardian Shield in a larger version on a powerful unit which protects all nearby units. Problem: performance goes down big time and I suspect it is partially related to the many distortion effects on screen. Can I somehow remove them from the model/actor? How are they even generated? I took a quick look at the actors and models, but my knowledge of models is pretty limited.
Regards,/
when the Normal guardian shield goes up it calls this
Field Guardian Shield
(Basic) Art: Model Assets\Effects\Protoss\SentryShieldBubble\SentryShieldBubble.m3
You are wanting it to NOT have this M3 model when the ability is used, Change it to this
Field Guardian Shield
(Basic) Art: Model Assets\Units\Test\InvisibleUnit\InvisibleUnit.m3
@jmicko: Go/I also wanted to create a new type of attack besides ground and air called "orbital" attacks that come from higher up air units. Since my map has a series of "caverns" with a bunch of archways and roofs, I'd like these to block these attacks to make orbital bombardment less effective in these regions./
If this is a "weapon" Then you can simply have change the
@jmicko: Go/Furthermore, I'd also like to if at all possible create stray fire that hits near a unit and explodes rather than hitting it directly 100% of the time, and if these stray projectiles "hit" another unit (activate their ability) for them to take the damage. How can I reduce accuracy? One thing I saw that might help with this was the primal zerg projectiles that worked like warcraft 3's old catapults. I want to use that with all ranged units, but I'd also like to add stray to it rather than the projectile moving to the exact location of it's target upon firing./
You would have to have an EFFECT that uses a Persistent and set this
Field Thor - Anti Air (Persistent)
Effect: Periodic Offsets +
Doing this will shot a projectile to the designated 'offset' when attacking. IF you want this on 'all ranged units' then all your ranged units are going to need projectiles. I dont think you can have 'random' offsets also.
The only other way to make a weapon 'miss' when attacking is to change
Field Thor - Anti Air (Damage)
(Basic) Effect: Chance 1
@jmicko: GoI'd also like to add this ability to the mass of all units (or less for small ranged infantry such as marines or sentries so that they can still be effective) so that they are unable to attack through one another. If I do that, I'd like to have it only block ground vs ground attacks and air vs air attacks since shooting up doesn't go through anything. Although if I did this I'd like for the unit that activated it's defense drone ability to take the damage of the attack. I feel like I could do that with a trigger.//
The only way you can do this is with "Projectiles". Units such as marines do not use a projectile so it wouldn't be able to stop them from shooting 'threw' another marine in front of it. Since most air to air does use projectiles its possible. Beams though wouldn't work for the same reason it wouldnt work for a marine. With the projectile you would have to change
Field Weapon - Stalker
(Basic) Movement: Collide +
and make it hit ground/air ect.
Field Weapon - Stalker
(Basic) Movement: Collide + Ground
@jmicko: GoHello, I'm trying to make it so that ranged attacks (including beams) are blocked by terrain with the missile/beam death animation activated on contact. Right now I'm feeling like the best option is to create an invisible point defense drone, but if I were to use this how could I remove the laser that destroys missiles, have it work against beams, and cause the missile/beam to explode on contact with this invisible point defense drone's coverage./
The only thing i can think of is to make a Unit without a Model attached to it and place it where the ground is, it will then be invisible because it has no model and thing would still impact it. The only problem might be is that things like a Sentry or Void ray will Continue to attack it being it doesn't break away like a Projectile would. Remove any of the Collision flags so that units, like a zergling, will not run into the building itself. lol.
I'm still a bit new to the editor, but after tinkering around, haven't figured this out yet. I can make a tower that shoots a missile (easy enough), but what I want is the missile to head towards it's target. If it reaches the target, it blows up like normal. However, with a slower mover, it's moving through the air and what I want it to do is shoot missiles at other targets on the way to it's main target.
So basically, cannon shoots missile at target. Missile travels towards target and passes over other units. Missile shoots at the targets it passes over and then blows up once it reaches it's target.
I tried adding weapons to the unit and making sure the weapon could be fired while moving, but this doesn't seem to work the same way. Poking around, it seems I need to set up an ability on the missile to shoot, but not sure if that is the right way to go.
Thanks for the help.
This is exactly what a Point Defence drone does but it uses a Laser and not another missile. What you 1st need to happen is that the Cancelling missile hast to be VASTLY faster than the Incoming missile or they are simply going to pass by one another, probably why blizzard uses a Laser. Adjust the Mover to make sure its fast enough.
Then have your weapon terget only Missiles. Such as:
0
@FunkyUserName:
you got that right! lol lol lol.
Just watched the above video and im like $#%$#%$@%#$%#$ I DIDNT SAVE IT.
ughhh i could beat myself now.
anyways. very good Funky.
0
@lonestarkiller:
Events
Timer - Every 30.0 seconds of Game Time
Local Variables
Conditions
Actions
Player - Modify player # Minerals: Add/Subtract ((Number of Living units in Unit Group) +/- #)
Set "unit group" like
Unit Group: Units In Unit Group With Alliance
Group: (No Value)
Alliance: Enemy/Ally
Player: 1
Count: Any Amount
Hope this helps some.
0
There is a bug in my "bank" lol. Tell me if this look alright? What's basicly going on is that when you are in-game it does track and Record the bank numbers, can see it in a dialog box. But when i start a 'new game' or simply 'restart' the map the value is gone. -0-... I do have the "SAVE BANK" on it so im not sure where its going wrong. Could it be that the Bank has an Array {6} on it?
Thanks for any feedback.
Events
Game - Map initialization
Local Variables
Conditions
Actions
Bank - Preload and synchronize bank "BANK" for player 1
Bank - Open bank "BANK" for player 1
Variable - Set BANKVariable[1] = (Last opened bank)
Variable - Set integerVariable[1] = (Load "Key" of section "Section" from bank (Last opened bank) as integer value)
Unit dies-
Variable - Modify IntegerVariable[1]: + 1000
Bank - Save bank "BANK"[1]
0
@FunkyUserName:
Thanks. :D
0
I have seen a few Tutorials on banks but i have a couple of questions.
Can you open and close a bank at pretty much any time during a game or does it 'have to' be loaded at Map initialization?
Can your bank file store a Variable Integer? Even in a Array?
Can "Key" and "Section" in bank be any Text as long as its consistent?
Can you set your bank to a Variable:Untitled Variable 001 = No Bank <Bank>?
Thanks for any feedback, Cant think of anything else at the moment.
0
@finiteturtles:
Events
Unit - Any Unit Enters (Entire map)
Local Variables
Conditions
Actions
UI - Display "ABCDEFG" for (All players) to Subtitle area
UI - Display "ABCDEFG" for (All players) to Chat area
UI - Display "ABCDEFG" for (Active Players) to Debug area
Change it accordingly to what you want.
0
<<quote 2631691>>
I have a problem with my map where you can attack your ally's. I have tried a lot of things but none of them have worked. I was wondering if any of you could help. Thanks.
<</quote>>
Events
Unit - Any Unit is attacked with Any Weapon
Local Variables
Conditions
(Owner of (Triggering unit)) == 1
Actions
Unit - Kill (Triggering unit)
Is an example using triggers. What do you want to happen. If you want to outright prevent friendly fire then you can't do it in triggers, well, maybe you could but it would be the hard way instead of the data editor.
0
As the Title reads. I have a Ability that uses Charges instead of Energy to use. What i am wondering is there ANY way to replenish these charges after they are used up? Or would i simply be better off having it use Energy and having the energy regenerate for additional uses. The energy would work but i don't want this to be affected by Things like Feedback or EMP.
Thoughts?
0
@BlacKcuD: Go/Hi,
I use the Sentry's Guardian Shield in a larger version on a powerful unit which protects all nearby units. Problem: performance goes down big time and I suspect it is partially related to the many distortion effects on screen. Can I somehow remove them from the model/actor? How are they even generated? I took a quick look at the actors and models, but my knowledge of models is pretty limited.
Regards,/
when the Normal guardian shield goes up it calls this Field Guardian Shield (Basic) Art: Model Assets\Effects\Protoss\SentryShieldBubble\SentryShieldBubble.m3
You are wanting it to NOT have this M3 model when the ability is used, Change it to this
Field Guardian Shield (Basic) Art: Model Assets\Units\Test\InvisibleUnit\InvisibleUnit.m3
0
@jmicko: Go/And fuck while I'm at it how do I prevent air units from clustering up?/
Field Raven Movement: Separation Radius 0.625
To
Field Raven Movement: Separation Radius 3
is an example. Also
Field Raven Movement: Overlap Index
could help.
Field Raven Movement: Pathing Footprint.
Set to
Field Raven Movement: Pathing Footprint Footprint 1x1
could also help prevent clumping.
0
@jmicko: Go/I also wanted to create a new type of attack besides ground and air called "orbital" attacks that come from higher up air units. Since my map has a series of "caverns" with a bunch of archways and roofs, I'd like these to block these attacks to make orbital bombardment less effective in these regions./
If this is a "weapon" Then you can simply have change the
Field Thor - Thor's Hammer (Basic) Weapon: Target Filters Required: Ground, Visible
This will simply remove the unit as target-able. Just make the unit that is in the cavern set to 'hidden' or some else the Target filters wont attack.
0
@jmicko: Go/Furthermore, I'd also like to if at all possible create stray fire that hits near a unit and explodes rather than hitting it directly 100% of the time, and if these stray projectiles "hit" another unit (activate their ability) for them to take the damage. How can I reduce accuracy? One thing I saw that might help with this was the primal zerg projectiles that worked like warcraft 3's old catapults. I want to use that with all ranged units, but I'd also like to add stray to it rather than the projectile moving to the exact location of it's target upon firing./
You would have to have an EFFECT that uses a Persistent and set this
Field Thor - Anti Air (Persistent) Effect: Periodic Offsets +
Doing this will shot a projectile to the designated 'offset' when attacking. IF you want this on 'all ranged units' then all your ranged units are going to need projectiles. I dont think you can have 'random' offsets also.
The only other way to make a weapon 'miss' when attacking is to change
Field Thor - Anti Air (Damage) (Basic) Effect: Chance 1
Change to .5 for 50% or to whatever you want.
0
@jmicko: GoI'd also like to add this ability to the mass of all units (or less for small ranged infantry such as marines or sentries so that they can still be effective) so that they are unable to attack through one another. If I do that, I'd like to have it only block ground vs ground attacks and air vs air attacks since shooting up doesn't go through anything. Although if I did this I'd like for the unit that activated it's defense drone ability to take the damage of the attack. I feel like I could do that with a trigger.//
The only way you can do this is with "Projectiles". Units such as marines do not use a projectile so it wouldn't be able to stop them from shooting 'threw' another marine in front of it. Since most air to air does use projectiles its possible. Beams though wouldn't work for the same reason it wouldnt work for a marine. With the projectile you would have to change
Field Weapon - Stalker (Basic) Movement: Collide +
and make it hit ground/air ect.
Field Weapon - Stalker (Basic) Movement: Collide + Ground
Like so.
0
@jmicko: GoHello, I'm trying to make it so that ranged attacks (including beams) are blocked by terrain with the missile/beam death animation activated on contact. Right now I'm feeling like the best option is to create an invisible point defense drone, but if I were to use this how could I remove the laser that destroys missiles, have it work against beams, and cause the missile/beam to explode on contact with this invisible point defense drone's coverage./
The only thing i can think of is to make a Unit without a Model attached to it and place it where the ground is, it will then be invisible because it has no model and thing would still impact it. The only problem might be is that things like a Sentry or Void ray will Continue to attack it being it doesn't break away like a Projectile would. Remove any of the Collision flags so that units, like a zergling, will not run into the building itself. lol.
0
This is exactly what a Point Defence drone does but it uses a Laser and not another missile. What you 1st need to happen is that the Cancelling missile hast to be VASTLY faster than the Incoming missile or they are simply going to pass by one another, probably why blizzard uses a Laser. Adjust the Mover to make sure its fast enough.
Then have your weapon terget only Missiles. Such as:
Field Stalker - Particle Disrupters (Basic) Weapon: Target Filters ""Required: Missile"", Visible
Now i am pretty sure you need to set your "Weapon speed" to probably 0.0 so it can keep up with the on comming missiles.
What happens when the two reach each other can be set at the Model EG
Field Stalker Attack Impact (Basic) Art: Model Assets\Effects\Protoss\StalkerMissileImpact\StalkerMissileImpact.m3
Set it to whatever you wish.