Gotcha, I actually think I fixed everything. I might try adding that validator though so I don't have to use triggers to stop the Capturing process when complete. Thanks for the help though, your method cleaned up the triggers quite nicely.
I'm a bit confused on how to make the Periodic Validator.
It says:
Periodic Validator: A Validator that will be checked periodically. If this validator fails the effect will be destroyed.
So I made a Unit Compare Vital Validator and set it to check if Shields were NOT equal to 100, since this would be true and not destroy the effect. This doesn't work, the validator just instantly fails and ends the effect.
I tried making it "Shields are equal to 100" but that didn't work either.
There are 5 "Control Points" in my map and you use your "Hero" to capture them. If you ever played games like Company of Heroes of Warhammer this is pretty much identical to capturing in those games. You walk up to the Control Point, begin channeling, and after X seconds it becomes yours. If the Control Point was under enemy control, you'd have to reset it (back to Neutral ownership) before making it your own. If you stop Capturing or get interrupted while capturing, the Control Point will begin losing progress. For example, an enemy could interrupt you at 99% captured, kill you, and finish the Control Point for themselves only needing that last 1% to complete it.
My current system:
- The map supports up to 10 players, and has separate teams so this is important to note.
- The Control Points in my map are invulnerable structures like a Missile Turret or Pylon.
- I use a channeled ability to create a persistent that applies the "Capture" behavior to the target Control Point. This behavior doesn't modify the Control Point in any way, it's just for the buff/actors/sounds/triggers that go along with making it look and sound pretty. Also, I check if a Control Point has this behavior before allowing you to Capture it, so 2 units cant capture the same point at once.
- Then I use triggers to check if the Control Point is neutral or under an enemies control, and apply the appropriate triggers to start the capturing process.
- I use the Shields of the Control Point as the capture progress (0 to 100% shields), this is nice because it is a visible indicator of the capture progress. Capturing adds 10 Shield Points per second, and finishes at 100.
- If you stop capturing a Control Point before it reaches 100%, it will immediately start losing progress (Shields) at a rate of -10 per second or -10% per second.
- When stealing an enemies Control Point, first you have to reset it back to it's neutral ownership before capturing it for yourself. You basically capture it twice, once to reset it, and again to take it for yourself.
I could go into more detail and actually show you the triggers, but i'm actually embarassed and know that my system is an AWFUL way of achieving this. I'd really like to just recreate the system.
______________
If someone could help me or wouldn't mind letting me use/edit their own similar system that'd be great. I can go into a much greater detail if this is not enough.
Okay so I found 2 action actors for the Straight Shot ability. Straight Shot Launch, and Straight Shot Impact. The only thing I could find in the actors that was related to SOpTargetPoint was under the Impact Point Site Operations field, which was SOpTargetPointStationary. Should I change that to SOpTargetPoint? Also, how do I go about adding a SOp local offset? Is it like how I would add/remove the SOpTargetPointStationary? I searched under the list of SOp and couldn't find anything related to offset or XYZ.
Edit:
Alright so I created a Local Offset actor, and added it into the Impact Point Site Operations field right below the SOpTargetPoint. Setting the Z offset to 1 had no noticeable effect, but changing it to around 10 made it look pretty good.
Hey, I am using wingednosering's ability Straight Shot located here:
Straight Shot ability
I am trying to make a custom missile mover for the Straight Shot projectile (Basically a missile that moves forward and explodes on the first unit it hits dealing damage). The default Missile Mover causes the projectile to fall towards the ground over it's lifetime. I am trying to change that, I just want the projectile to go straight out (It is shot out of a Flying unit so it would have the same height as the flying unit) and maintain it's same height the entire time as it moves forward.
I tried messing around with Gravity and such but it didn't seem to change anything. If anybody could help me, perhaps look at the Straight Shot ability windednose made and find if it's not a problem with the Mover that would be great.
Lower the units turn rate in the Data Editor. Stationary turn rate and the other option can be edited, and acceleration/speed and all that good stuff. A good slow turn rate is usually around under 300.
Hey, I was just wondering if any on you could help.
I imported the Straight Shot ability and I want to modify it a bit.
How would I make it so the actual projectile shot out doesn't go straight to the ground. I am trying to use it for a laser attack on a Phoenix, whenever the player left clicks it casts the ability at the clicked point. I would like the projectile to just go forward and maintain the same height the whole time.
Also, how would I go about removing the whole cliff detection thingy, the projectile just blows up when it collides with level 1 terrain (the whole map is in space but you can fly over some pieces of land).
Someones been playing Bloodline Champions ;)
Very neat map, I am working on something similar to this too. Good motivation to start working harder on my map.
Okay so I created an ability off of Stimpack called Jetpack. When Jetpack is casted I run a trigger that changes the casters flying height and whatnot over 2 seconds to make it seem like it's jumping and landing. However, I can't figure out how to make it so the caster is treated as a flying unit during it's flight. In Warcraft 3 you would add the ability Crow Form and some other crap lol I really hoped there was just a simple trigger for SC2.
So, how can I make a unit be treated as a flying unit, and then back to a ground unit after a short time? Thanks.
If it was up to me, HoN would have EVERYTHING from the current DotA. WC3 has horrible delay, shitty hosting system, shitty resolution, outdated graphics. HoN came out to fix all the problems WC3 had, since DotA was getting so big. They didn't RIPOFF DotA, they fucking made DotA for 2010 standards, sadly they let down in some other areas IMO.
League of Legends is based off the style of game DotA is (You could say an AoS), but everything in it is genuine and unique. Not a ripoff at all, it plays surprisingly different from DotA, I would know I played DotA for 4 years and I still play LoL today.
What this has to do with Valve releasing DOTA? IDK... But after reading some posts I had to backup some of my favorite games (bros b4 hoes).
To stay on topic, YES! Icefrog (hate him or love him) is working with Valve to make what I expect to be an amazing game. I mean fuck, it's Valve.
The way things are right now on SC2, I really hope there is no DotA for it. I'd rather see unique game ideas for SC2 over remakes (aka ALL THE FUCKING GAMES OUT RIGHT NOW).
Events
Unit - Any Unit construction progress is Completed
Local Variables
Conditions
(Unit type of (Triggering unit)) == Barracks
(Owner of (Triggering unit)) == 1
Actions
Variable - Set Variable = (Variable + 1)
With that simple method, the Variable will = the # of Barracks.
You could also add Conditions to check other crap.
Now with that Variable you can create a trigger for spawning like this:
Events
Timer - Every 5.0 seconds of Game Time
Actions
Unit - Create Variable Zergling for player 2 at (Center of (Playable map area)) facing 270.0 degrees (No Options)
The Create Variable part would just create Zerglings = to the number of Barracks owned by Player 1.]
You could easily make a mathematical formula to work with whatever you had in mind for spawning.
One example: Create 10 + (Variable / 2) Zerglings
^ Using the Arithmetic (Integer) option in this case, 10 Zerglings + 1/2 of Variable (1/2 of Barracks owned by Player 1 in this case) will spawn. Say Player 1 has 10 Barracks, then 15 Zerglings will spawn (10 + 1/2 of 10).
Well the layout for this didn't work out, but hopefully this will still make sense :)
0
@ImperialGood: Go
Gotcha, I actually think I fixed everything. I might try adding that validator though so I don't have to use triggers to stop the Capturing process when complete. Thanks for the help though, your method cleaned up the triggers quite nicely.
0
I'm a bit confused on how to make the Periodic Validator. It says:
Periodic Validator: A Validator that will be checked periodically. If this validator fails the effect will be destroyed.
So I made a Unit Compare Vital Validator and set it to check if Shields were NOT equal to 100, since this would be true and not destroy the effect. This doesn't work, the validator just instantly fails and ends the effect.
I tried making it "Shields are equal to 100" but that didn't work either.
0
What I am trying for:
There are 5 "Control Points" in my map and you use your "Hero" to capture them. If you ever played games like Company of Heroes of Warhammer this is pretty much identical to capturing in those games. You walk up to the Control Point, begin channeling, and after X seconds it becomes yours. If the Control Point was under enemy control, you'd have to reset it (back to Neutral ownership) before making it your own. If you stop Capturing or get interrupted while capturing, the Control Point will begin losing progress. For example, an enemy could interrupt you at 99% captured, kill you, and finish the Control Point for themselves only needing that last 1% to complete it.
My current system:
- The map supports up to 10 players, and has separate teams so this is important to note.
- The Control Points in my map are invulnerable structures like a Missile Turret or Pylon.
- I use a channeled ability to create a persistent that applies the "Capture" behavior to the target Control Point. This behavior doesn't modify the Control Point in any way, it's just for the buff/actors/sounds/triggers that go along with making it look and sound pretty. Also, I check if a Control Point has this behavior before allowing you to Capture it, so 2 units cant capture the same point at once.
- Then I use triggers to check if the Control Point is neutral or under an enemies control, and apply the appropriate triggers to start the capturing process.
- I use the Shields of the Control Point as the capture progress (0 to 100% shields), this is nice because it is a visible indicator of the capture progress. Capturing adds 10 Shield Points per second, and finishes at 100.
- If you stop capturing a Control Point before it reaches 100%, it will immediately start losing progress (Shields) at a rate of -10 per second or -10% per second.
- When stealing an enemies Control Point, first you have to reset it back to it's neutral ownership before capturing it for yourself. You basically capture it twice, once to reset it, and again to take it for yourself.
I could go into more detail and actually show you the triggers, but i'm actually embarassed and know that my system is an AWFUL way of achieving this. I'd really like to just recreate the system.
______________
If someone could help me or wouldn't mind letting me use/edit their own similar system that'd be great. I can go into a much greater detail if this is not enough.
0
@NoMan4Hire: Go
Okay so I found 2 action actors for the Straight Shot ability. Straight Shot Launch, and Straight Shot Impact. The only thing I could find in the actors that was related to SOpTargetPoint was under the Impact Point Site Operations field, which was SOpTargetPointStationary. Should I change that to SOpTargetPoint? Also, how do I go about adding a SOp local offset? Is it like how I would add/remove the SOpTargetPointStationary? I searched under the list of SOp and couldn't find anything related to offset or XYZ.
Edit: Alright so I created a Local Offset actor, and added it into the Impact Point Site Operations field right below the SOpTargetPoint. Setting the Z offset to 1 had no noticeable effect, but changing it to around 10 made it look pretty good.
0
@NoMan4Hire: Go Thanks, I'll try it out right now!
0
Hey, I am using wingednosering's ability Straight Shot located here: Straight Shot ability
I am trying to make a custom missile mover for the Straight Shot projectile (Basically a missile that moves forward and explodes on the first unit it hits dealing damage). The default Missile Mover causes the projectile to fall towards the ground over it's lifetime. I am trying to change that, I just want the projectile to go straight out (It is shot out of a Flying unit so it would have the same height as the flying unit) and maintain it's same height the entire time as it moves forward.
I tried messing around with Gravity and such but it didn't seem to change anything. If anybody could help me, perhaps look at the Straight Shot ability windednose made and find if it's not a problem with the Mover that would be great.
Thanks.
0
@wingednosering: Go
Okay cool, thanks!
0
@Builder_Bob: Go
Lower the units turn rate in the Data Editor. Stationary turn rate and the other option can be edited, and acceleration/speed and all that good stuff. A good slow turn rate is usually around under 300.
0
Hey, I was just wondering if any on you could help. I imported the Straight Shot ability and I want to modify it a bit.
How would I make it so the actual projectile shot out doesn't go straight to the ground. I am trying to use it for a laser attack on a Phoenix, whenever the player left clicks it casts the ability at the clicked point. I would like the projectile to just go forward and maintain the same height the whole time. Also, how would I go about removing the whole cliff detection thingy, the projectile just blows up when it collides with level 1 terrain (the whole map is in space but you can fly over some pieces of land).
Thanks.
0
Someones been playing Bloodline Champions ;) Very neat map, I am working on something similar to this too. Good motivation to start working harder on my map.
0
Fixed my problem, forgot to import Validators too. Nice spells, really helpful!
0
Okay so I created an ability off of Stimpack called Jetpack. When Jetpack is casted I run a trigger that changes the casters flying height and whatnot over 2 seconds to make it seem like it's jumping and landing. However, I can't figure out how to make it so the caster is treated as a flying unit during it's flight. In Warcraft 3 you would add the ability Crow Form and some other crap lol I really hoped there was just a simple trigger for SC2.
So, how can I make a unit be treated as a flying unit, and then back to a ground unit after a short time? Thanks.
0
If it was up to me, HoN would have EVERYTHING from the current DotA. WC3 has horrible delay, shitty hosting system, shitty resolution, outdated graphics. HoN came out to fix all the problems WC3 had, since DotA was getting so big. They didn't RIPOFF DotA, they fucking made DotA for 2010 standards, sadly they let down in some other areas IMO.
League of Legends is based off the style of game DotA is (You could say an AoS), but everything in it is genuine and unique. Not a ripoff at all, it plays surprisingly different from DotA, I would know I played DotA for 4 years and I still play LoL today.
What this has to do with Valve releasing DOTA? IDK... But after reading some posts I had to backup some of my favorite games (bros b4 hoes).
To stay on topic, YES! Icefrog (hate him or love him) is working with Valve to make what I expect to be an amazing game. I mean fuck, it's Valve. The way things are right now on SC2, I really hope there is no DotA for it. I'd rather see unique game ideas for SC2 over remakes (aka ALL THE FUCKING GAMES OUT RIGHT NOW).
That is all.
0
@Diablito816: Go
You could create something like this:
Events Unit - Any Unit construction progress is Completed Local Variables Conditions (Unit type of (Triggering unit)) == Barracks (Owner of (Triggering unit)) == 1 Actions Variable - Set Variable = (Variable + 1)
With that simple method, the Variable will = the # of Barracks. You could also add Conditions to check other crap.
Now with that Variable you can create a trigger for spawning like this: Events Timer - Every 5.0 seconds of Game Time Actions Unit - Create Variable Zergling for player 2 at (Center of (Playable map area)) facing 270.0 degrees (No Options)
The Create Variable part would just create Zerglings = to the number of Barracks owned by Player 1.] You could easily make a mathematical formula to work with whatever you had in mind for spawning.
One example: Create 10 + (Variable / 2) Zerglings
^ Using the Arithmetic (Integer) option in this case, 10 Zerglings + 1/2 of Variable (1/2 of Barracks owned by Player 1 in this case) will spawn. Say Player 1 has 10 Barracks, then 15 Zerglings will spawn (10 + 1/2 of 10).
Well the layout for this didn't work out, but hopefully this will still make sense :)