check the auto cast range... ^_^
if the does not work check the unit filter for autocast
come back if that doesn't work~
if it does work, put a validator so that she only heals low hp units.
I have been fiddling around with hero "learn" ability and came to realise that there was no direct way to level up behaviors.
So playing around I found couple of methods to add hero passive abilities.
1. Trigger based: Making a dummy ability then when the button for that learn ability is triggered, buff permanent added.
[Time: B, Must make 2 buttons for skill and learn]
[Efficiency: C, going back and forth between data and trigger]
2. Effect based: Making an effect ability that adds behavior
[Time: F, must make effect for every level (ability)]
[Efficiency: F, must make effect for every level!!!]
It just seems making triggers for passive ability learning is just much faster than adding it all with data editor.
Does anyone have any idea to make passive ability for heroes faster and more efficient?
does this mean we cannot save these hero data to variables? I haven't tried the Bank yet, so I have no idea what that's for.
Yes, you can save the data, you would have to save exp when the unit gains it but that's not the issue. The problem is when you save hero's experience and give it to him when you revive him, the bonuses from attribute still stack. That means if you had 10 STR and each str gave 10 hp, when you revive you will have 100 HP permanently stuck on your hero.
I have found alternative, making a new unit and manually adding all the abilities learned from the previous hero then removing the previous unit permanently. This is a big big hassle but it works. However OP is the best temporary solution for testing heroes. Best solution is waiting for Blizzard to update Galaxy Editor. ^^
Nice info. Do you know how we can make our hero level up? Is that function in the editor yet? Or do we have to use Custom UI? I ask because I am making something like that of which is on the front page right now, the RPG-esque night map. (I actually want to collaberate with that mapper on this)
Since the release of the Galaxy editor, I have been looking at the current limit of the Galaxy Editor. People probably have already found out, after hero dies and then revived, the hero loses all the experience, and any bonus from attributes are permanently stuck on the hero.
I am providing this revive system so map makers can test their map with heroes without having to wait for next galaxy editor update.
Defining the Limit
There are only two limits for heroes:
- No working revive system
- No "give experience" function
No Working Revive System
When the "revive" ability is used, the hero's experiences and attributes reset while the hero's attribute bonuses stack.
The reason for this is simple, Blizzard do not need a revive ability for Starcraft Campaigns (Hero dies, mission is over). They only have to save hero after mission is complete (though I have not seen any hero from Blizzard missions so far). Right now only thing stored is ability learned, which is not useful at all.
Overcoming the problem
We need keep the hero from not dying. It's that simple. Once a Hero dies, it's all over everything is gone. It is not like WC3 where the Hero data remains after death.
Easy to do this in trigger right? We only have to do an event when "unit takes fatal damage"~
WRONG, dead wrong
Blizzard has made sure you could not do that. Unlike WC3 function "unit takes damage", the event is only triggered after the damage is taken. That's right, after the damage is taken. Why? Ask Blizzard. What does that mean? Unit takes fatal damage triggers after the unit is dead, that means all the Hero data is gone forever.
So how do we keep the hero from dying but not make the hero invincible? Make the all damages non-lethal. All effect - damage flag has kill or live option. Tick live and the damage is no longer lethal. After this is done, make an unit takes damage condition. Check if the unit is below 1.1HP (non-lethal), after that either kill the unit using the trigger, give the hero EXP or trigger lethal (live unticked) effect - damage that is larger than 2 (preferably more) and ignores spell and life armor to the damaging unit. Don't worry since the "takes damage" event is triggered after the damaging unit when below 1.1 hp will always be the killing unit. After the hero is dead, pause and hide the unit and move him wherever you wish. create a timer and revive the Hero.
Drawbacks
This is a workaround until Blizzard fixes it... So there will be some drawbacks.
If using kill unit method, the unit death animation is not interactive with the attack
Experience System
There is no "give x amount of Experience" function. Only method is making an effect that modifies the unit's experience. That means every time you want to add a specific amount of experience, you have to make an "effect" for it. I have made a custom function for give experience in the library. Pretty much it adds using binary numbers together until the maximum integer. That means it will only go through 1718 loops max, which is an efficient function without lags. I thought about making "x amount of damage" function as well but I realised it won't work properly because of sc2's spell & life damage/armor reduction.
Drawbacks
None
Final Thoughts
Remember this system is temporary solution until Blizzard fixes the problem. I'll be finishing my AoS template for everyone who wants to learn more about Heroes in sc2.
P.S. I'll be starting a big project soon, PM me. I'm looking for terrain editors, concept artists and few data editors.
Quote from JustAMirage:
Quote from Gaddzor:
Its a movie... animated, not coded.
----
Its more likely that its a bunch of attached units in the editor.
----
It's more likely it's just a custom units with animations from different buildings. I reckon Terratron will be available when the full editor with lurkers and other units come out.
How could it be just animated? It has sc2 physics. O___O
It would be easier to make a custom unit than animate and recreate sc2 physics.
Quote from CEMEHbl4:
hey guys i just in a shock right now...
Because i cant find any analog of *warcraft 3 PhoenixFire ability* !! Who dont know - this ability allow to make battletanks / battleships type of gameplay.
Weapons+ Its not the same!!! Because its not support weapon stacking... if here 2 weapons which attack ground only 1 will work!
So i am looking in Behaviors+ and its looks like here is nothing "to automatically shoot projectiles at nearby targets"!
Heroes experience is not saved upon heroes' death (yes we all knew this one)
Consequences
- No point of having Heroes
Items in inventory is not saved upon heroes' death (yes we all knew this one too)
The items just drop from the hero upon death as they were wc3 units with inventories, no option for item inventory save.
Consequences
- No point of having Heroes
Heroes' vitality is saved upon Heroes' death
- When reviving the Hero the hero's vitality is set to vitality upon death
Consequences
- If the Hero has an item that gives +100 HP and dies, upon revival it will still have +100 HP even if the item was dropped. Same with any attributes that contain HP, Energy and Shield.
Hero revive is bugged, any vitals like HP, Energy, shield is saved despite being temporary bonus from item is permanently saved upon death.
I find it interesting EXP is not saved while the vital "bonuses" are permanently saved. Really two bugs for revival? TWO?!?!
I wouldn't touch hero revive right now.
I can tell you how to do it though.
First UNIT: Hero Unit Death Duration -1.00000
Second ABILITY: Make an ability called Revive, already a revive function
Fourth UNIT: Link button with the ability revive
Fifth TEST MAP
Does not grey out but the button will appear automatically when the hero dies.
To make a button grey out, you can add a requirement and link it to a button but it's not that hard to do.
Quote from varkarrus:
Hi. I have 2 attributes that each work fairly well. One increases a unit's attack by one for every attribute of that it has, and the other is supposed to multiply that unit's attack. The second one doesn't really work though.
What I want is Actual attack power = (Base attack + First attribute)*(1+0.3*Second Attribute).
However, it is giving me
Actual attack power = (Base attack*(1+0.3*second attribute)+First attribute)
Any ideas?
----
First Attribute
Modification - Damage Dealt (Unscaled) - Melee 1 : Range 1
Second Attribute
Modification - Damage Dealt Fraction - Melee 1.3 : Range 1.3
Quote from Genopath:
I haven't found a tutorial that is similar to this because this unit has naturally no attack. Any ideas?
---- http://bbs.islga.org/job.php?action=download&aid=73959
There is a unit called Hierarchy, which is a hero based on high templar. It has a normal attack.
Quote from MasterDinadan:
Use an actor. The game actually does this already. Look at the "Reaper Jump Launch Model" actor and look at the event fields. The important one is "Behavior.ReaperJump.Launch" because it creates an instance of the actor's model.
Just by changing the model of this actor to an explosion, you can achieve the effect you want.
As for flame on the feet DURING the jump, I don't really know how to do that.
----
Attach Fire When
Actors - [Reaper] - [Events - Send] - [Behavior.ReaperJump.Launch]
Remove Fire When
Actors - [Reaper] - [Events - Send] - [Behavior.ReaperJump.LandUp]
and
Actors - [Reaper] - [Events - Send] - [Behavior.ReaperJump.LandDown]
0
na u gotta copy the auto cast filters from medivac, not the validator~
0
check the auto cast range... ^_^ if the does not work check the unit filter for autocast come back if that doesn't work~ if it does work, put a validator so that she only heals low hp units.
0
I have been fiddling around with hero "learn" ability and came to realise that there was no direct way to level up behaviors.
So playing around I found couple of methods to add hero passive abilities.
1. Trigger based: Making a dummy ability then when the button for that learn ability is triggered, buff permanent added.
[Time: B, Must make 2 buttons for skill and learn]
[Efficiency: C, going back and forth between data and trigger]
2. Effect based: Making an effect ability that adds behavior
[Time: F, must make effect for every level (ability)]
[Efficiency: F, must make effect for every level!!!]
It just seems making triggers for passive ability learning is just much faster than adding it all with data editor.
Does anyone have any idea to make passive ability for heroes faster and more efficient?
0
Yes, you can save the data, you would have to save exp when the unit gains it but that's not the issue. The problem is when you save hero's experience and give it to him when you revive him, the bonuses from attribute still stack. That means if you had 10 STR and each str gave 10 hp, when you revive you will have 100 HP permanently stuck on your hero. I have found alternative, making a new unit and manually adding all the abilities learned from the previous hero then removing the previous unit permanently. This is a big big hassle but it works. However OP is the best temporary solution for testing heroes. Best solution is waiting for Blizzard to update Galaxy Editor. ^^
I made the testing map.
If you want to learn about Hero leveling, Bifuu made a tutorial,. http://forums.sc2mapster.com/development/tutorials/431-data-complete-hero-tutorial/?unread
0
dang I was going to do this... Oh wells, yoink~
0
Event - Any Unit Stops Being Idle
0
Introduction
Since the release of the Galaxy editor, I have been looking at the current limit of the Galaxy Editor. People probably have already found out, after hero dies and then revived, the hero loses all the experience, and any bonus from attributes are permanently stuck on the hero. I am providing this revive system so map makers can test their map with heroes without having to wait for next galaxy editor update.
Defining the Limit
There are only two limits for heroes: - No working revive system - No "give experience" function
No Working Revive System
When the "revive" ability is used, the hero's experiences and attributes reset while the hero's attribute bonuses stack. The reason for this is simple, Blizzard do not need a revive ability for Starcraft Campaigns (Hero dies, mission is over). They only have to save hero after mission is complete (though I have not seen any hero from Blizzard missions so far). Right now only thing stored is ability learned, which is not useful at all.
Overcoming the problem
We need keep the hero from not dying. It's that simple. Once a Hero dies, it's all over everything is gone. It is not like WC3 where the Hero data remains after death. Easy to do this in trigger right? We only have to do an event when "unit takes fatal damage"~ WRONG, dead wrong Blizzard has made sure you could not do that. Unlike WC3 function "unit takes damage", the event is only triggered after the damage is taken. That's right, after the damage is taken. Why? Ask Blizzard. What does that mean? Unit takes fatal damage triggers after the unit is dead, that means all the Hero data is gone forever. So how do we keep the hero from dying but not make the hero invincible? Make the all damages non-lethal. All effect - damage flag has kill or live option. Tick live and the damage is no longer lethal. After this is done, make an unit takes damage condition. Check if the unit is below 1.1HP (non-lethal), after that either kill the unit using the trigger, give the hero EXP or trigger lethal (live unticked) effect - damage that is larger than 2 (preferably more) and ignores spell and life armor to the damaging unit. Don't worry since the "takes damage" event is triggered after the damaging unit when below 1.1 hp will always be the killing unit. After the hero is dead, pause and hide the unit and move him wherever you wish. create a timer and revive the Hero.
Drawbacks
This is a workaround until Blizzard fixes it... So there will be some drawbacks.
Experience System
There is no "give x amount of Experience" function. Only method is making an effect that modifies the unit's experience. That means every time you want to add a specific amount of experience, you have to make an "effect" for it. I have made a custom function for give experience in the library. Pretty much it adds using binary numbers together until the maximum integer. That means it will only go through 1718 loops max, which is an efficient function without lags. I thought about making "x amount of damage" function as well but I realised it won't work properly because of sc2's spell & life damage/armor reduction.
Drawbacks
None
Final Thoughts
Remember this system is temporary solution until Blizzard fixes the problem. I'll be finishing my AoS template for everyone who wants to learn more about Heroes in sc2.
P.S. I'll be starting a big project soon, PM me. I'm looking for terrain editors, concept artists and few data editors.
MAP DOWNLOAD
0
There isn't one. Also why? Open source early teaches other people how to make other maps.
0
Quote from JustAMirage:
Quote from Gaddzor:
Its a movie... animated, not coded.
----
Its more likely that its a bunch of attached units in the editor.
----
It's more likely it's just a custom units with animations from different buildings. I reckon Terratron will be available when the full editor with lurkers and other units come out.
How could it be just animated? It has sc2 physics. O___O
It would be easier to make a custom unit than animate and recreate sc2 physics.
0
Quote from CEMEHbl4:
hey guys i just in a shock right now...
Because i cant find any analog of *warcraft 3 PhoenixFire ability* !! Who dont know - this ability allow to make battletanks / battleships type of gameplay.
Weapons+ Its not the same!!! Because its not support weapon stacking... if here 2 weapons which attack ground only 1 will work!
So i am looking in Behaviors+ and its looks like here is nothing "to automatically shoot projectiles at nearby targets"!
Is it true? We are lack of this ability? Thx.
----
http://forums.sc2mapster.com/development/tutorials/326-xml-how-to-uberlisk/?page=2#p22
^ Phoenix Fire except with spine crawler attacks
0
Heroes experience is not saved upon heroes' death (yes we all knew this one) Consequences - No point of having Heroes
Items in inventory is not saved upon heroes' death (yes we all knew this one too) The items just drop from the hero upon death as they were wc3 units with inventories, no option for item inventory save. Consequences - No point of having Heroes
Heroes' vitality is saved upon Heroes' death - When reviving the Hero the hero's vitality is set to vitality upon death Consequences - If the Hero has an item that gives +100 HP and dies, upon revival it will still have +100 HP even if the item was dropped. Same with any attributes that contain HP, Energy and Shield.
Otherwise Heroes are working all fine and dandy.
0
Hero revive is bugged, any vitals like HP, Energy, shield is saved despite being temporary bonus from item is permanently saved upon death.
I find it interesting EXP is not saved while the vital "bonuses" are permanently saved. Really two bugs for revival? TWO?!?!
I wouldn't touch hero revive right now.
I can tell you how to do it though.
First UNIT: Hero Unit Death Duration -1.00000
Second ABILITY: Make an ability called Revive, already a revive function
Fourth UNIT: Link button with the ability revive
Fifth TEST MAP
Does not grey out but the button will appear automatically when the hero dies.
To make a button grey out, you can add a requirement and link it to a button but it's not that hard to do.
0
Quote from varkarrus:
Hi. I have 2 attributes that each work fairly well. One increases a unit's attack by one for every attribute of that it has, and the other is supposed to multiply that unit's attack. The second one doesn't really work though.
What I want is Actual attack power = (Base attack + First attribute)*(1+0.3*Second Attribute).
However, it is giving me
Actual attack power = (Base attack*(1+0.3*second attribute)+First attribute)
Any ideas?
----
First Attribute
Modification - Damage Dealt (Unscaled) - Melee 1 : Range 1
Second Attribute
Modification - Damage Dealt Fraction - Melee 1.3 : Range 1.3
Or is that what you did? Haven't tested this out.
0
Quote from Genopath:
I haven't found a tutorial that is similar to this because this unit has naturally no attack. Any ideas?
----
http://bbs.islga.org/job.php?action=download&aid=73959
There is a unit called Hierarchy, which is a hero based on high templar. It has a normal attack.
0
Quote from MasterDinadan:
Use an actor. The game actually does this already. Look at the "Reaper Jump Launch Model" actor and look at the event fields. The important one is "Behavior.ReaperJump.Launch" because it creates an instance of the actor's model.
Just by changing the model of this actor to an explosion, you can achieve the effect you want.
As for flame on the feet DURING the jump, I don't really know how to do that.
----
Attach Fire When
Actors - [Reaper] - [Events - Send] - [Behavior.ReaperJump.Launch]
Remove Fire When
Actors - [Reaper] - [Events - Send] - [Behavior.ReaperJump.LandUp]
and
Actors - [Reaper] - [Events - Send] - [Behavior.ReaperJump.LandDown]
The question is how to remove attachments?