Quote from MasterDinadan:
I'm not really sure, the Mutalisk's Search effect doesn't have anything special going on. The Search Filters are typical (it can't hit dead or hidden units, it only hits enemies, etc) and the Search excludes "Target" and "Outer." Excluding target means the search won't select the unit that was targeted by the search (so the missile won't just hit the same unit three times without going anywhere) and I have no idea what Outer means, but perhaps it was the key!
Come to think of it, when I did my "one bolt into ten" thing playing around, I don't think the same unit ever got struck by a bolt more than once. I would hit a probe and he would shoot lightning bolts to up to ten DIFFERENT targets in range, sometimes shooting less than ten bolts altogether, so it looks like "Exclude Outer|Target" works. I just wish I knew how and why.
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that's how muta's attack works, does not bounce to the same target
const int c_playerStatusUnused = 0; // No player in this slot
const int c_playerStatusActive = 1; // Player is actively playing
const int c_playerStatusLeft = 2; // Player has left the game
Quote from QuantumMenace:
I've been interested in this sort of thing since the editor came out, and found a way to do it with zero triggers. Here's a test map:
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A lot of ppl are thinking that reaper's cliff jumping is an effect or ability. Only its animations is an effect or ability. Without the effect or ability on the unit it will still cliff walk.
The movement on the unit is set as "cliff walker" as opposed to "ground"
Cliff walking is just another walking method.
The only method I can come up with is making duplicate units and morphing (look at lift off ability for Terran buildings)
Quote from solthar:
I know what you're talking about, just set the modifications+ of an effect to the desired fractions and whatnot, right?
Problem is, if I do that I foresee many problems with that approach. For example if 'Splash' was mapped to Type4... What if Type2 (mapped to 'Melee') has an AoE effect? I also can't see any way to increase psionic damage... but whatever.
Also, what if I wanted to do a system with five different opposing types, or six? Even if that amount is more than overkill, I would still like to know.
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That's not what I meant at all O__O
I mean you could make weapons for individual characters, for the damage effect, deal bonus dmg to armored.
That is, let's say Fire, Water, Grass
Armored -> Fire
Light -> Water
Massive -> Grass
Charmander has "weapon" that has "damage effect" that deals +10 or x2 against Massive
Charmander has "weapon" that has "damage effect" that deals -10 or x0.5 against Light
^Same weapon
For abilities you make the damage effect of the ability to do the same as above.
Damage effect is same thing for spells and weapons.
It's just that it's linked like following:
Weapon -> Damage Effect
Ability -> Damage Effect
The thing is there is already a system like that in SC2, hard-coded. It's called weapon and armor system. You can make a weapon deal bonus damage against armored, light or psionic or whatever.
I'll write down in steps
1. Get a telephone
2. Call Blizzard
3. Tell them what they have done wrong in the Galaxy Editor
4. When they say Blizzard does not directly support the Galaxy Editor, start swearing
5. Post in the sc2mapster forums how the "BETA" version of the Galaxy Editor stinks
6. Ask for Zifoon's help
Na seriously, I made a program in VB.net that writes up xml code.
No solution for scaling with the current editor.
I'll release my VB.net programs tomorrow or in 2 days at most. The program creates scaling in xml for Hero Experience, Upgrades and Hero Abilities.
I can't find one. We had a huge discussion in IRC, how to solve this issue.
There is effect trigger, that triggers effect on a unit or a point. Create a damage effect and trigger it on an unit.
The problem is you have to make an effect for every damage.
Wait for the next galaxy editor update, probably easier.
Quote from barakatx2:
I haven't tried this but you can create an effect that does "Modify Unit" and this effect has an Experience field. I'm assuming you can put a negative or positive amount there to change the unit's experience. You might be able to add or subtract enough experience to modify the unit's level if the effect is applied to it. You can make an ability command that triggers the effect and order the unit to use the ability command.
To make the ability command you make an ability and modify the "Commands" field. Then add the ability to the unit that will have it's experience modified. Then in a trigger you can "Issue Order" to the unit to use the ability command. Hope this works/helps.
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or use the trigger add effect.
The problem with this is that you have to make this effect everytime you want to add different amount. This means this is actually not the true solution but a workaround.
We have to wait until the galaxy editor is updated, we are missing a lot of stuff especially hero and damage related.
0
Quote from MasterDinadan:
I'm not really sure, the Mutalisk's Search effect doesn't have anything special going on. The Search Filters are typical (it can't hit dead or hidden units, it only hits enemies, etc) and the Search excludes "Target" and "Outer." Excluding target means the search won't select the unit that was targeted by the search (so the missile won't just hit the same unit three times without going anywhere) and I have no idea what Outer means, but perhaps it was the key!
Come to think of it, when I did my "one bolt into ten" thing playing around, I don't think the same unit ever got struck by a bolt more than once. I would hit a probe and he would shoot lightning bolts to up to ten DIFFERENT targets in range, sometimes shooting less than ten bolts altogether, so it looks like "Exclude Outer|Target" works. I just wish I knew how and why.
----
that's how muta's attack works, does not bounce to the same target
0
@avgnerd:
const int c_playerStatusUnused = 0; // No player in this slot
const int c_playerStatusActive = 1; // Player is actively playing
const int c_playerStatusLeft = 2; // Player has left the game
native int PlayerStatus (int inPlayer);
0
Quote from QuantumMenace:
I've been interested in this sort of thing since the editor came out, and found a way to do it with zero triggers. Here's a test map:
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epic first post~
Yeah that seemed easy enough.
0
@PatchOne:
It's good that you found it. Also if you want to test with your friends.
http://forums.sc2mapster.com/development/tutorials/563-how-to-play-online/#p2
^How to play custom map on battlenet
0
A lot of ppl are thinking that reaper's cliff jumping is an effect or ability. Only its animations is an effect or ability. Without the effect or ability on the unit it will still cliff walk.
The movement on the unit is set as "cliff walker" as opposed to "ground"
Cliff walking is just another walking method.
The only method I can come up with is making duplicate units and morphing (look at lift off ability for Terran buildings)
0
*cough* Mutalisk *cough*
0
Quote from solthar:
I know what you're talking about, just set the modifications+ of an effect to the desired fractions and whatnot, right?
Problem is, if I do that I foresee many problems with that approach. For example if 'Splash' was mapped to Type4... What if Type2 (mapped to 'Melee') has an AoE effect? I also can't see any way to increase psionic damage... but whatever.
Also, what if I wanted to do a system with five different opposing types, or six? Even if that amount is more than overkill, I would still like to know.
----
That's not what I meant at all O__O
I mean you could make weapons for individual characters, for the damage effect, deal bonus dmg to armored.
That is, let's say Fire, Water, Grass
Armored -> Fire
Light -> Water
Massive -> Grass
Charmander has "weapon" that has "damage effect" that deals +10 or x2 against Massive
Charmander has "weapon" that has "damage effect" that deals -10 or x0.5 against Light
^Same weapon
For abilities you make the damage effect of the ability to do the same as above.
Damage effect is same thing for spells and weapons.
It's just that it's linked like following:
Weapon -> Damage Effect
Ability -> Damage Effect
0
@solthar:
The thing is there is already a system like that in SC2, hard-coded. It's called weapon and armor system. You can make a weapon deal bonus damage against armored, light or psionic or whatever.
0
Quote from PatchOne:
weird.. i cant see where i flamed the editor or whined about it. hm :/
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I was suggesting that you should, because I want to. Those were the steps ^_^ ~~
0
Quote from Ateyth:
There is a way
http://forums.sc2mapster.com/development/map-development/440-simple-question/#p3
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Changing HP != Damaging
The reason is simple, it does not trigger "unit is damage/unit takes damage" and killing source is not saved.
0
I'll write down in steps
1. Get a telephone
2. Call Blizzard
3. Tell them what they have done wrong in the Galaxy Editor
4. When they say Blizzard does not directly support the Galaxy Editor, start swearing
5. Post in the sc2mapster forums how the "BETA" version of the Galaxy Editor stinks
6. Ask for Zifoon's help
Na seriously, I made a program in VB.net that writes up xml code.
No solution for scaling with the current editor.
I'll release my VB.net programs tomorrow or in 2 days at most. The program creates scaling in xml for Hero Experience, Upgrades and Hero Abilities.
0
I can't find one. We had a huge discussion in IRC, how to solve this issue.
There is effect trigger, that triggers effect on a unit or a point. Create a damage effect and trigger it on an unit.
The problem is you have to make an effect for every damage.
Wait for the next galaxy editor update, probably easier.
0
Abilities - Probe Build (Probe) - Info Resources - Select Photocannon - Edit
0
Quote from barakatx2:
I haven't tried this but you can create an effect that does "Modify Unit" and this effect has an Experience field. I'm assuming you can put a negative or positive amount there to change the unit's experience. You might be able to add or subtract enough experience to modify the unit's level if the effect is applied to it. You can make an ability command that triggers the effect and order the unit to use the ability command.
To make the ability command you make an ability and modify the "Commands" field. Then add the ability to the unit that will have it's experience modified. Then in a trigger you can "Issue Order" to the unit to use the ability command. Hope this works/helps.
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or use the trigger add effect.
The problem with this is that you have to make this effect everytime you want to add different amount. This means this is actually not the true solution but a workaround.
We have to wait until the galaxy editor is updated, we are missing a lot of stuff especially hero and damage related.
0
Effects - Modify Unit - Experience - Whatever + or -
Trigger the "effect" you have created the above.