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    posted a message on Unit pre-attack delay

    Weapons - Damage Point

    Posted in: Miscellaneous Development
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    posted a message on Complicated Problems With my Hero Weapons

    Oh come on guys I really don't want to spoon feed people.
    Basically, you need to fire two weapons at once.
    Make a weapon, or one you already have, under effects use set (set containing your weapon effect and carrier intercept persistence ability).

    Okay, I'll spoon feed. See attachment.

    Posted in: Miscellaneous Development
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    posted a message on Attribute Points
    Quote from s3rius: Go

    @zifoon: Go

    Something like this is built in: http://media.photobucket.com/image/warcraft%203%20attribute%20bonus/TypeO-Hickey/dota.jpg
    Something like that is triggered: http://comix10z.co.funpic.de/Screenshots/Ingame/Ingame1.jpg
    (I'm just refering to the bottom where you can distribute yout attribute points to the different attributes freely. And that sounnds pretty much like Snayed's problem description.)

    O_O if you think that sounds like what he wants, you should read his post. O_O

    EDIT: Also you can have multiple learn ability on heroes. So yeah. Also what you just shown me on the picture is not triggered. Just the active abilities, the attribute gain system is the default wc3 built one.

    Posted in: Miscellaneous Development
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    posted a message on Attribute Points
    Quote from s3rius: Go

    Buffs (behaviors) can be set to be applied more than once. Have you done that?

    The attribute systems from Wc3 were all triggered, so I guess it's not a bad idea to trigger them in SC2, too.

    Err... What? No they won't... they were built in to the game. They were used in Orc's rpg campaign founding fathers I believe.
    He also means using data editor.

    I'm assuming you have used learn ability and linked it with ability (class: behavior). Am I right? Then did auto add buff or whatever in that ability. Well what it is doing is the original function of that ability (class:behavior) which is used for cloak in sc2 in-game. So what yours is doing right now
    turning on the buff automatically, then when you level, the previous buff is turned on and doing nothing else.

    I can't bother to explain how to do it right now, I'm tired. However, I remember a custom map by someone who had this in their game.
    Linkage: http://sc2.curse.com/downloads/sc2-maps/details/survival.aspx

    Posted in: Miscellaneous Development
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    posted a message on Trigger Assistance

    "took too long" just means you got an infinite loop somewhere.
    i.e.
    Or
    Conditions
    (Protoss Ground Weapons Level 1 count for 1, counting Complete) == 0
    Or
    Conditions
    (Protoss Ground Armors Level 1 count for 1, counting Complete) == 0
    Or
    Conditions
    (Protoss Shields Level 1 count for 1, counting Complete) == 0
    Or
    Conditions
    (Protoss Air Weapons Level 1 count for 1, counting Complete) == 0
    Or
    Conditions
    (Protoss Air Armors Level 1 count for 1, counting Complete) == 0

    This condition is always satisfied at some point. looping infinite times.

    Posted in: Miscellaneous Development
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    posted a message on Passive abilities
    Quote from jesuson: Go

    NObody???

    :(

    Quote from jesuson: Go

    Hello everybody!
    This is my first post so before nothing I give thanks to all the sc2mapster comunity, at the moment the best place for learn about galaxy editor.
    So here is my question:
    I have done the "complete hero tutorial", including the videos for the wc3 abilities emutalion. After do this I have tried to add new abilities for my hero and I'm blocked with a thing.
    My new ability is the slow down effect of the marauder to the enemies shooted. This is not an ability in sc2, it's an update with an effect, so I have some troubles for complete this:
    - I have tried creating an investigate hability like when you buy that update in the barracks addon, but the icon of the update in the hero comand panel and the hability is available before purchase the hability (I think the problem is with the validators for this, I don't know exactly the code for get this, maybe something likeCountUpdater(MarauderNades,CompleteOnlyAtUnit) < {MarauderNades }1) .
    - I dont understand very well in the "complete hero tutorial" how you get than the effect of the hability change when you purchase a level in the ability, so I don't know how to get this with my "update ability" (the update turn on the slow down effect for the marauder weapon, Have I to make three effects with diferents validators for the same update? or maybe is better make three diferents updates like the way for the terran ground weapons? ..... )
    I'm sure than exist diferent ways to get this, so if somebody could help me to found the way.....
    Thanks !!

    In bifuu's tutorial, though I haven't seen it, he might not have explained that just adding more effects corresponds to the level. Or maybe he did and you didn't catch it.
    Either way you are confusing behavior (buff or passive ability) with effect.
    Effect is a link that can be connected to ability or behavior.
    If you are thinking about "passive ability" on heroes (i.e. learn-able ability), the ability (Class:behavior) linked to a behavior or behavior linked to another effect.
    However, what you want is not a passive ability AT ALL but changing the effect that is attached to the attack on the unit.
    Passive ability = unit linked to an ability, ability linked with behavior, behavior linked to effect
    Attack effect (Orb effect in wc3) = unit linked to a weapon, weapon linked to effect (Class:set), the set effect is linked to a dmg effect and another effect (orb giving buff that causes slow, aoe, dmg over time etc etc)

    If you want to do it your way, you have to use validators for orb effects on hero.
    First have that "orb" effect linked to the negate buff ready.
    I'll assume you already have normal weapon damage preset.

    Make numerous effect (Class:set) that links dmg effect + your orb effect (multiple times equal to your level)

    Should look like this
    Effects under Weapon:
    Effect DMG (mean without any orb effect at lvl 0)
    Effect1 (set) - DMG,Orb1
    Effect2 (set) - DMG,Orb2
    Effect3 (set) - DMG,Orb3
    Yay for redundancy; there is probably another way to make it less redundant but this method is quick anyway
    make a validator to make corresponding to level.
    That is:
    Effect DMG is only available when level 0 of that ability (put the validator on the effect)
    Effect1 (set) is only available when level 1
    Effect2 (set) is only available when level 2
    and so on...
    If you are using missiles, which looks like you are, do the link the effect to the missile effect as well. I have no idea why but you have to link the effect to the missile as well as the weapon. The editor should link it it automatically, I can't think of any situation where the link is not needed (non-homing missile that still does damage even though the missile does not hit perhaps?).

    Alternatively, and a method I'd use is making numerous weapons and enabling and disabling it with buffs. By creating passive abilities (Ability - Apply Behavior) and linking it to learn ability of hero, a behavior that replaces the weapon. However, You have to make a weapon for each level anyway. Still very redundant and will take you as long as your method but you can use that same ability for other heroes too.

    Posted in: Miscellaneous Development
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    posted a message on FPS/RTS Hybrid
    Quote from ezbeats: Go

    there is a freebie game out there that did this pretty well called savage (most lately savage 2; a tortured soul). it was like the commander built the structures and some upgrades i beleive, and the rest of each team, was 1st or 3rd person view actually commanding the units. it was like a lessser war3 / WoW combined, which was pretty cool. this should be redone, it would be very easy to implement, even if the individual unit commanders werent in 1st person but 3rd person view modes. GL!

    I was just about to say savage 2 as well. It was a good idea but the game itself wasn't too fun. There weren't enough "rewards" and "punishment" during the game. Also repetitiveness was also a factor. I think if you over come these obstacles I reckon you can make a good game out of that idea.

    Posted in: Miscellaneous Development
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    posted a message on Beta ends on Monday, May 31st.
    Quote from BrotherLaz: Go

    I wonder if something will change during those few weeks that will invalidate map work. A few weeks seems like a very long time for a 'system upgrade'.

    If I know Blizzard's beta... which I do after one month we are going to see a completely different game. During wc3 beta, heroes did not have abilities then poof~ there they were. You are probably thinking, not this time, Blizzard won't change the current SC2 it's good enough. No no no... Look at diablo 2 beta as well. If I remember correctly, the final change in beta was the most drastic one.

    Posted in: General Chat
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    posted a message on Stacking doodads? (SC2 vs WC3) and other stuff.
    Quote from lowlypawn: Go

    @zifoon: Go

    The shift key seem to have no effect for me? It simply brings up the selection box???

    I did some more experimenting.

    For example, "Large rocks" and "rock" demand their own space but "small rock" can almost be stacked on the bigger rocks because the green circle for "large rocks" is much smaller then the doodad.

    Basically it seem that no doodads will allow another doodad into their green circle. Some doodads are much larger then the green circle so those appear to stack but really they don't.

    Unless I'm missing something?

    Did you hold the shift key while putting them down?

    Works fine for me, map on the bottom.

    Posted in: Miscellaneous Development
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    posted a message on Stacking doodads? (SC2 vs WC3) and other stuff.

    now it's the shift key. ^_^ happy infinite stacking

    Posted in: Miscellaneous Development
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    posted a message on "Damage Point" - What is this?
    Quote from Ice_bane: Go

    @s3rius: Go

    Oooh, so it has to do with the animation! Hmm, blizzard really should label all those like data is labeld for a units. Like "Stats -", "Art - " e t c

    well no... the unit literally waits for 0.2xattack speed seconds before each attack. It's not just art at all, especially in sc2 editor. In galaxy editor after the actor event is set for attacking animation, the actor finds the damage point and animates accordingly.

    This damage point comes into play when you got like motar team where they load up the ammo before each attack. Another example is, two melee units that deal 1000 damage and has 50 hp, one has 0.1 damage point and the other has 0.2 dmg point, the first unit heads on will always triumph. It's not just fancy art folks, it's part of the game. Also imagine you are playing dota. Unit with lower swing point and damage point can deny/kill the creep more efficiently (Even Rikimaru and Purist had the same attack speed, riki will out creep purist).

    Remember in galaxy editor, actor and stats are completely separated.

    Posted in: Miscellaneous Development
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    posted a message on [Solved] True Invisibility?

    Burrow

    Posted in: Miscellaneous Development
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    posted a message on Random Encounters.

    you want the trigger to run when Battle Zone 1 Unit Count == 0? If yes then check condition in Run Battle Zone 1 and Run Battle Zone 2

    Posted in: Miscellaneous Development
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    posted a message on about the ability damage?
    Quote from saltygrapes: Go

    @zifoon: Go

    You can't use the CatalogFieldValueSet function to set the EffectDamage to a calculated amount based on the hero's attribute?

    ha, oh yeah... that would work too~ if you could return attribute from hero O_O

    Posted in: Miscellaneous Development
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    posted a message on about the ability damage?

    There is no deal x amount of dmg function right now. However, you can make an effect that deals 150 damage and you can make hero's strength (attribute) do scaling spell dmg. I guess you can make multiple strength for multiple uses for different heroes.

    Posted in: Miscellaneous Development
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