My final entry. Digging this data editor really killed all my time :(
Portal Gun
Done entirely with data editor. No trigger was involved.
* Create Portal Entrance
Create an entrance portal that teleport All unit stepped inside to an exit portal you owned. Invulnarable and untargetable. Last for 30 seconds. Only teleport if an exit portal is available. Will dissipate if placed on top of an exit portal
* Create Exit Portal
Create an exit portal that receive all teleportation from all of your entrance portal. Will destroy all previously created exit portal owned by you. Has 300 HP and last 30s. Halt all teleportation if killed.
A simple guide/tutorial will be posted later. Based on forcefield and mothership recall
I don't mean tooltips. I mean they have 2 separate images for a custom button and when the mouse is hovered it switch to the other image like a hover effect. Maybe I'm mistaken
Has anyone succeed on this ? So far there is only two function to get mouse clicked position both in world and in UI. There was no way to get a position the mouse is on. I did see some map have a hover effect on their UI button (dialog item - image ) ( don't remember which ) ??
Have you tried mined out a geyser and watch if it return 2 per trip ( Build an assimilator when full and mine) ? A depleted one would be unable to build on. I guess this requirement is on the build assimilator ability
For simplicity you can make it so only 1 unit with the text can be on the field at the same time. Just use another boolean array and add some condition checking before creating. If you want to have both and always kill which come first, expand your UNIT array size, some thing like UNIT[x,y], y is now the order it created ( unit created 1st give to 1, the other to 2, when 1 was killed, give back 2 to 1 ... etc ). Make sure to have some condition checking to get it work properly.
I like this kind of idea. PM me when it's released or I can even collaborate with you on the trigger part.
Don't quit. Give it a try with the retail later. Take a rest during this beta down. Your problem may be in term of how the editor compress map. Your uncompressed size sure does not change that much. Just some change in the data can raise compressed size considerably depend on the algorithm used
Forgot the random integer thing. But the formula is general in case he need any number of text. Also a loop 1 to 100 with an if-then should be much easier and more general
I tested with stalker shooting stalker, put the percentage to 100%. When a low cliff stalker (A) attack stalker (B) on high cliff and miss happen ( let it keep attacking, provided that it always miss), quickly order another stalker (C) on the same high cliff to attack (B) and it didn't lose any HP. The problem is that the trigger is by a per attack basis, it need to nullify or cancel that attack instead of making target take no damage. That way other unit can attack while that same unit "take no damage"
Open up Data Editor, Under Unit Vespene Geyser, look for the behavior named Gas (Raw Vespene Geyser) (or u can go directly to the behavior, there is another named raw rich vespene geyser. Under field "Empty Harvest Ammount" change it to 2
Not sure if this can be done. Try messing with the Train ability. There seems to be only 2 value under Location field: Source and Rally. Building footprint may also affect that
There is a function call random number, just look for it. It will return a random real between 0 and 1, just multiply it by 100 and convert it to integer. Then you can give it to a variable, or give it directly to the array index number.
Sorry to disappoint your findings. I've tried this solution but it pose a huge problem when multiple unit attacking 1 target or when attack speed is too fast. The action Make unit take no damage will last for a while. My best solution is use a buff behavior. In "damage response percent" set to percent to happen. damage response multiplier (or fraction I can't remember) set to 0. Not sure how to create a text tag this way though
0
@Slypoos: Go
Don't be greedy, you spent time making others already :P The hardest part is the interaction between 2 spell though
0
My final entry. Digging this data editor really killed all my time :(
Portal Gun
Done entirely with data editor. No trigger was involved.
* Create Portal Entrance
Create an entrance portal that teleport All unit stepped inside to an exit portal you owned. Invulnarable and untargetable. Last for 30 seconds. Only teleport if an exit portal is available. Will dissipate if placed on top of an exit portal
* Create Exit Portal
Create an exit portal that receive all teleportation from all of your entrance portal. Will destroy all previously created exit portal owned by you. Has 300 HP and last 30s. Halt all teleportation if killed.
A simple guide/tutorial will be posted later. Based on forcefield and mothership recall
Project page :
http://www.sc2mapster.com/maps/custom-spell-contest-portal-gun/
0
@Grogian: Go
I don't mean tooltips. I mean they have 2 separate images for a custom button and when the mouse is hovered it switch to the other image like a hover effect. Maybe I'm mistaken
0
Has anyone succeed on this ? So far there is only two function to get mouse clicked position both in world and in UI. There was no way to get a position the mouse is on. I did see some map have a hover effect on their UI button (dialog item - image ) ( don't remember which ) ??
0
@Betagame: Go
Have you tried mined out a geyser and watch if it return 2 per trip ( Build an assimilator when full and mine) ? A depleted one would be unable to build on. I guess this requirement is on the build assimilator ability
0
@threeleven: Go
For simplicity you can make it so only 1 unit with the text can be on the field at the same time. Just use another boolean array and add some condition checking before creating. If you want to have both and always kill which come first, expand your UNIT array size, some thing like UNIT[x,y], y is now the order it created ( unit created 1st give to 1, the other to 2, when 1 was killed, give back 2 to 1 ... etc ). Make sure to have some condition checking to get it work properly.
I like this kind of idea. PM me when it's released or I can even collaborate with you on the trigger part.
0
@BeLugh: Go
Don't quit. Give it a try with the retail later. Take a rest during this beta down. Your problem may be in term of how the editor compress map. Your uncompressed size sure does not change that much. Just some change in the data can raise compressed size considerably depend on the algorithm used
0
@s3rius: Go
Forgot the random integer thing. But the formula is general in case he need any number of text. Also a loop 1 to 100 with an if-then should be much easier and more general
0
@KorvinGump: Go
I tested with stalker shooting stalker, put the percentage to 100%. When a low cliff stalker (A) attack stalker (B) on high cliff and miss happen ( let it keep attacking, provided that it always miss), quickly order another stalker (C) on the same high cliff to attack (B) and it didn't lose any HP. The problem is that the trigger is by a per attack basis, it need to nullify or cancel that attack instead of making target take no damage. That way other unit can attack while that same unit "take no damage"
0
Open up Data Editor, Under Unit Vespene Geyser, look for the behavior named Gas (Raw Vespene Geyser) (or u can go directly to the behavior, there is another named raw rich vespene geyser. Under field "Empty Harvest Ammount" change it to 2
0
Screw LAN, play chess with 2 people on the same computer here :)
http:www.sc2mapster.com/maps/chesscraft/
0
At your project page -> Project management -> Assign member roles ( Under management ) -> Add their name and role and you're done
0
Not sure if this can be done. Try messing with the Train ability. There seems to be only 2 value under Location field: Source and Rally. Building footprint may also affect that
0
@threeleven: Go
There is a function call random number, just look for it. It will return a random real between 0 and 1, just multiply it by 100 and convert it to integer. Then you can give it to a variable, or give it directly to the array index number.
0
Sorry to disappoint your findings. I've tried this solution but it pose a huge problem when multiple unit attacking 1 target or when attack speed is too fast. The action Make unit take no damage will last for a while. My best solution is use a buff behavior. In "damage response percent" set to percent to happen. damage response multiplier (or fraction I can't remember) set to 0. Not sure how to create a text tag this way though