I'm deeply sorry. I really do not want to cause that. If you enjoy map making and don't care about the less-than-5% chances of a good map be popular, please keep map making. I'm not here to destroy dreams or hobbies. I just wanted to state all the problems in a single thread. It will make me feel bad if I actually destroyed your fun. :(
Don't worry, I was kinda making a joke. I'm mapping because I freaking love mapping, and I given up long ago that anybody would play my map other than relatives, not because of the quality, but because I don't want to bother advertising daily.
Well, mainly because Blizzard's new direction in custom maps has been to turn the ever-happy blizzard mapping community into hateful groups of mappers turned against each others, using popularity system, so that when the marketplace is up, they spit hatefuly grandiose maps that will bring the company income in the future.
I agree with most of the posts here (except meph's obv)
I don't think that the boss is boring. I think all the game need a little more readability.
The effects should be a little smaller and the sounds a little less defeaning (instead of choosing a sound for the laser explosion and making it repeat 100 times, choose 1 sound for the spell, make it longer and play it at cast (colossus laser will do)
Okay, didn't see the edited post about the fields. I got this right.
I don't have now the results, but I think I got it. I'll post when I'm done.
The only thing that people said that was misleading was the whole damage response point. An effect is NOT applied before the attack but after.
Thanks you people for all your answers.
Thanks for your answers you've been providing, but I'm sorry, I read your sentence a couple times, I still don't get it.
I must say that I have no idea how the whole "target" linked with the "effect" thing work (in validators). I'd love you or somebody could explain what I must enter in the validator's field precisely, because I have no clue right now what I am doing, and my countless tests are taking very long time...
I'm a bit stuck actually.
I've done an apply effect to damage effect, and it works well...
Except that as I predicted :
1) the first attack doesn't trigger the passive (no damage thrown back at attacker)
2) that negative lifesteal stick forever. I tryed to make a validator for the unit to attack the target, but I'm a bit confused how I'm supposed to fill the fields for that.
I'm sure I'll be able to handle 2), but 1) stays definitivly a problem, and I'm wondering if I'm not going deeper in the wrong direction ...
I've think it throught, and I believe that the damage response will apply the behavior AFTER the damage is done.
So it isn't quite perfect since the unit with the behavior
1) can attack someone else and the spiky carapace will still have effect even if it's not the spiky carapace user
2) will not work at the first attack
Even if I have not tested it, I think that's what will happend.
What do you think ?
Hey
I've done some research to get a "spiked carapace"-like passive ability.
Reminder : it returns XX% of the damage dealt to the attacker.
I'm stuck. What I've done for now :
Dummy Behavior, given to the one with the spiked carapace
Global Behavior, given to every other units. It gives them negative lifesteal (effectively dealing XX% of the attacker damage to himself).
I got that right, but my validator to verifiy if the attacked unit has the dummy behavior is not working (hence everybody get damage returned).
My Validator is this :
UnitHasNoSpikedCarapace
Validator - Behavior Spiked CarapaceUser ( dummy )
Validator - Compare Not Equal To
Validator - Unit + (None):Source
Validator - Value 1
Then my global behavior got this :
Behavior - Validators (Disable) (UnitHasNoSpikedCarapace)
Am I on the right track ? What am I doing wrong ? I'd be glad if somebody can help, and I'm sure that'll help a lot of people trying to make the same passive ability.
Hello, I really gone throught it but can't figure out how to make that an unit with a behaviour, when hit, is added another behaviour (10% movement speed when hit to be exact).
Searching in "damage response" part of the behaviour but can't nail it. Anyone got an idea ?
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Don't worry, I was kinda making a joke. I'm mapping because I freaking love mapping, and I given up long ago that anybody would play my map other than relatives, not because of the quality, but because I don't want to bother advertising daily.
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You made me want to stop making my map :(
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Well, mainly because Blizzard's new direction in custom maps has been to turn the ever-happy blizzard mapping community into hateful groups of mappers turned against each others, using popularity system, so that when the marketplace is up, they spit hatefuly grandiose maps that will bring the company income in the future.
Meh.
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Hey, did you touch in any way the game variants before publishing ? That might be the problem
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I agree with most of the posts here (except meph's obv) I don't think that the boss is boring. I think all the game need a little more readability. The effects should be a little smaller and the sounds a little less defeaning (instead of choosing a sound for the laser explosion and making it repeat 100 times, choose 1 sound for the spell, make it longer and play it at cast (colossus laser will do)
Good luck with your map sir
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Okay, didn't see the edited post about the fields. I got this right. I don't have now the results, but I think I got it. I'll post when I'm done.
The only thing that people said that was misleading was the whole damage response point. An effect is NOT applied before the attack but after. Thanks you people for all your answers.
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And how can I enter such a specific unit into the validator ? That's what I'm asking
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@DrSuperEvil: Go
Thanks for your answers you've been providing, but I'm sorry, I read your sentence a couple times, I still don't get it.
I must say that I have no idea how the whole "target" linked with the "effect" thing work (in validators). I'd love you or somebody could explain what I must enter in the validator's field precisely, because I have no clue right now what I am doing, and my countless tests are taking very long time...
0
@DrSuperEvil: Go
Validator - Other Unit + Spiked Carapace - Damage sent back at attacker:Caster
Validator - Unit + Spiked Carapace - Damage sent back at attacker:Target
This is an order unit validator. Did I do this right ? If so, I messed up somewhere else.
0
Thx for your answer so far !
I'm a bit stuck actually. I've done an apply effect to damage effect, and it works well... Except that as I predicted :
1) the first attack doesn't trigger the passive (no damage thrown back at attacker)
2) that negative lifesteal stick forever. I tryed to make a validator for the unit to attack the target, but I'm a bit confused how I'm supposed to fill the fields for that.
I'm sure I'll be able to handle 2), but 1) stays definitivly a problem, and I'm wondering if I'm not going deeper in the wrong direction ...
0
I've think it throught, and I believe that the damage response will apply the behavior AFTER the damage is done.
So it isn't quite perfect since the unit with the behavior 1) can attack someone else and the spiky carapace will still have effect even if it's not the spiky carapace user 2) will not work at the first attack
Even if I have not tested it, I think that's what will happend. What do you think ?
0
Hey I've done some research to get a "spiked carapace"-like passive ability. Reminder : it returns XX% of the damage dealt to the attacker.
I'm stuck. What I've done for now :
Dummy Behavior, given to the one with the spiked carapace Global Behavior, given to every other units. It gives them negative lifesteal (effectively dealing XX% of the attacker damage to himself). I got that right, but my validator to verifiy if the attacked unit has the dummy behavior is not working (hence everybody get damage returned).
My Validator is this : UnitHasNoSpikedCarapace
Validator - Behavior Spiked CarapaceUser ( dummy ) Validator - Compare Not Equal To Validator - Unit + (None):Source Validator - Value 1
Then my global behavior got this : Behavior - Validators (Disable) (UnitHasNoSpikedCarapace)
Am I on the right track ? What am I doing wrong ? I'd be glad if somebody can help, and I'm sure that'll help a lot of people trying to make the same passive ability.
0
Ok, my bad : I tested and it works like a charm ! All my kudo to you !!
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Thanks you for your fast answer ! However, I can't find "source". When I click on "defender" there's only it and "attacker" to be chosen from :(
Is that normal ? :'(
0
Hello, I really gone throught it but can't figure out how to make that an unit with a behaviour, when hit, is added another behaviour (10% movement speed when hit to be exact).
Searching in "damage response" part of the behaviour but can't nail it. Anyone got an idea ?