it's not half of their dps and it's not their whole dps. You must account for micro in some way. If you made smaller units more powerful because you expect them to die they are much stronge rin the hands of someone who burrows roaches or blinks away stalkers or pulls zerglings off as they get hit once or twice.
you cant completely rationalize it because the effectivness of a unit is determined not only by its direct combat stats but also movementspeed, smaller size >larger size in all cases except when considering seige damage, larger sheild pools are better than larger hp pools, and health is worth more on zerg units than on other units due to inert regeneration.
your formula is a good start but it simply is not complicated enough to really consider anything other than attack moving. Even then it is imbalanced when regarding meele vs ranged units and units with any form of spash damage difference or size difference.
I dont mean to be a nay sayer but simply to encourage you to expand your formula
edit: I forgot wasted dps. Small hit point units have the benefit of wasting more dps vs larger units. zerglings have only 35hp so the first two hits from a zealot hit for full but the next hits for only about 60%. that's about 5 wasted damage.
blizzard released the game when the game was finished. They were not concerned with the editor's status. However! The entire blizzard campaign was said to be made in the galaxy editor, and between that and editing the text you should be able to get saved variables to move over across maps. Transition will not be seamless but blizzard has announced that this would work in the future. You will simply have to go back and add the transition triggers at a later time. Sorry.
check out the map "crush company - the last hope" i believe their projectiles are trigger based and you will just have to slightly modify them to make them hit allys as well as enemies.
I have been working for a couple of weeks on my map and quite frequently I get stumped, more often than not i can get my problems solved by friends looking at my data and by looking for tutorials but as of now I am stumped. I've tried a few different methods of making the items spawn but i dont want to do it using triggers, exclusively data.
The ability should be used automatically to spawn one item (i realise one says banana and one says apple that is not the problem i am just linking two seperate methods i tried) at the base of the caster when the caster gains 10 mana. The ability has already been given to the caster and put in the command card as well. Could someone tell me what's wrong with it?
Here's my data.
Effect
Field Spawn Apple
AI - AI Notify Flags
Editor - Editor Categories
Editor - Editor Comment
Editor - Editor Description
Editor - Editor Name Spawn Apple
Editor - Editor Prefix
Editor - Editor Suffix
Effect - Creation Options Birth, Drop Off, Placement, Provides Food, Provide Complete Tech, Uses Food
Effect - Effect - Spawn
Effect - Response Flags
Effect - Validators
Target - Location + Caster Point
Target - Marker + 1:(Disabled|Disabled|Disabled|Disabled):(Disabled|Disabled|Disabled|Disabled):Effect/SpawnAppleTree
Target - Origin + Caster Unit
Tech Tree - Tech Aliases
Unit - Spawn Count 1
Unit - Spawn Owner + Neutral Player
Unit - Spawn Range 500
Unit - Spawn Unit Apple
Ability
First method i tried
Field Spawn Banana
Ability - Alignment Neutral
Ability - Arc 0
Ability - Arc Slop 11.25
Ability - Auto Cast Acquire Level None
Ability - Auto Cast Filters
Ability - Auto Cast Range 2
Ability - Auto Cast Validators
Ability - Cancelable
Ability - Commands + (|):((Disabled|Disabled)|(Disabled|Disabled)):(Available|Available):(None|None)
Ability - Name Spawn Banana
Ability - Placeholder Unit
Ability - Produced Unit (Banana)
Ability - Progress Buttons (||||)
Ability - Set ID
Ability - Smart Validators
Ability - Target Filters
Ability - Target Sorts + 0:0
Ability - Uninterruptible
Ability - Validate Approach, Prepare, Cast, Channel
Command Card - Level Button - Image
Command Card - Level Button - Name
Command Card - Level Button - Tooltip
Cost - Cost + ((0|0|0|0)):((Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled)):((0|0|10)):((0|0|0)):(0):(0):(0):(Disabled):(Abil/SpawnProduce):(Ability):(0.0000):(0.0000):(Abil/SpawnProduce):(Ability):(0.0000):(0.0000)
Cost - Refund Fraction + (0|0|0):(0|0|0):(-1|-1|-1|-1):-1:-1
Editor - Editor Categories AbilityorEffectType:Units
Editor - Editor Comment
Editor - Editor Description
Editor - Editor Prefix
Editor - Editor Suffix
Effect - AI Notify Effect SpawnProduce (Unknown)
Effect - Calldown Effect
Effect - Cursor Effect
Effect - Effect (Spawn Banana)
Effect - Marker + 1:(Disabled|Enabled|Disabled|Disabled):(Enabled|Disabled|Disabled|Disabled):Abil/SpawnProduce
Effect - Markers Used Approach, Prepare, Cast, Channel
Stats - Cast Finish Time
Stats - Cast Start Time
Stats - Finish Time
Stats - Flags Abort On Alliance Change, Auto Cast, Auto Cast On
Stats - Prepare Time
Stats - Range
Stats - Range Extra 1
Tech Tree - Tech Alias
Tech Tree - Tech Player Upkeep
UI - Activity
UI - Alert Array (||||)
UI - Default Error MustTargetUnit
UI - Error Alert
UI - Orders + (Disabled):((255,0,255,0)):(Assets\UI\Feedback\WayPointConfirm\WayPointConfirm.m3):(0.75):(Assets\Textures\WayPointLine.dds)
UI - Show Progress
UI - Target Message Select target
UI - Tooltip Priority 0
second method i tried.
Field Spawn Apple
Ability - Acquire Attackers Disabled
Ability - Alignment Neutral
Ability - Arc 0
Ability - Arc Slop 11.25
Ability - Auto Cast Acquire Level None
Ability - Auto Cast Filters
Ability - Auto Cast Range 2
Ability - Auto Cast Validators
Ability - Cancelable
Ability - Commands + (|):((Disabled|Disabled)|(Disabled|Disabled)):(Available|Available):(None|None)
Ability - Name Spawn Apple
Ability - Place Unit
Ability - Placeholder Unit
Ability - Produced Unit
Ability - Progress Buttons (||||)
Ability - Set ID
Ability - Smart Validators
Ability - Target Filters
Ability - Target Sorts + 0:0
Ability - Uninterruptible
Ability - Validate Approach, Prepare, Cast, Channel
Command Card - Level Button - Image
Command Card - Level Button - Name
Command Card - Level Button - Tooltip
Cost - Cost + ((0|0|0|0)):((Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled)):((0|0|10)):((0|0|0)):(0):(0):(0):(Disabled):(Abil/SpawnProduce):(Ability):(0.0000):(0.0000):(Abil/SpawnProduce):(Ability):(0.0000):(0.0000)
Cost - Refund Fraction + (0|0|0):(0|0|0):(-1|-1|-1|-1):-1:-1
Editor - Editor Categories AbilityorEffectType:Units
Editor - Editor Comment
Editor - Editor Description
Editor - Editor Prefix
Editor - Editor Suffix
Effect - AI Notify Effect Spawn Apple
Effect - Calldown Effect
Effect - Cursor Effect
Effect - Effect (Spawn Apple)
Effect - Marker + 1:(Disabled|Enabled|Disabled|Disabled):(Enabled|Disabled|Disabled|Disabled):Abil/SpawnApple
Effect - Markers Used Approach, Prepare, Cast, Channel
Stats - Cast Finish Time
Stats - Cast Start Time
Stats - Finish Time
Stats - Flags Abort On Alliance Change, Auto Cast, Auto Cast On
Stats - Follow Range 5
Stats - Prepare Time
Stats - Range
Stats - Range Extra 1
Tech Tree - Tech Alias
Tech Tree - Tech Player Upkeep
UI - Activity
UI - Alert Array (||||)
UI - Default Error MustTargetUnit
UI - Error Alert
UI - Orders + (Disabled):((255,0,255,0)):(Assets\UI\Feedback\WayPointConfirm\WayPointConfirm.m3):(0.75):(Assets\Textures\WayPointLine.dds)
UI - Show Progress
UI - Target Message Select target
UI - Tooltip Priority 0
Edit sorry about the wall of text, i dont know how to make these lines enter in an organized manner
There is a leashed version of the wander behavior that the post above mentions. This wanders in a medium radius around the origional placement point or the last point the unit was instructed to walk to.
Am I perhaps not supplying enough information on what I would like, or would this be rather difficult? I was assuming it would take less than a half hour because i am mostly asking for models to be stuck together rather than actually edited. I do not know much about this type of production so please give me some feedback even if you cannot make the model for me. Thanks.
Could someone please make me a model similar to the picture below? It uses standard doodads that ship with the game, Rubble Wall 90, Security Fence Straight, Chain Link Fence Straight, and Water Tower Tall. The main difference is that I would like the top of the water tower cut off so that the fences make a gun nest at the top of the tower. In addition to this model could anyone also make a version that has a standard marine model standing in the top of the tower with animations for standing and for shooting?
I want to make this into a structure with a 2x4 footprint, and if there's a better way to do this please let me know.
It'd be awesome if you could just look at the stickies on top of the tutorials section of the forum or search for keywords before posting. Some threads are difficult to find but there are many many tutorials for hero creation.
This thread should be put in the map development forum for one thing, his question related to the data editor and not to trigger libraries.
Condition; (Number of Living units in (Any units in "Large Region That overlaps all your points" owned by player 15 matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) < "some number of units you want roaming around"
Event; General - Repeat (Actions) X times
Actions
General - Switch (Actions) depending on (Random integer between 0 and 3)
Cases
if 0
Actions
Unit - Create 1 "unit that you want" for player 15 at (Point facing 270.0 degrees) using default facing (No Options)
0
@fokk: Go
it's not half of their dps and it's not their whole dps. You must account for micro in some way. If you made smaller units more powerful because you expect them to die they are much stronge rin the hands of someone who burrows roaches or blinks away stalkers or pulls zerglings off as they get hit once or twice.
you cant completely rationalize it because the effectivness of a unit is determined not only by its direct combat stats but also movementspeed, smaller size >larger size in all cases except when considering seige damage, larger sheild pools are better than larger hp pools, and health is worth more on zerg units than on other units due to inert regeneration.
your formula is a good start but it simply is not complicated enough to really consider anything other than attack moving. Even then it is imbalanced when regarding meele vs ranged units and units with any form of spash damage difference or size difference.
I dont mean to be a nay sayer but simply to encourage you to expand your formula
edit: I forgot wasted dps. Small hit point units have the benefit of wasting more dps vs larger units. zerglings have only 35hp so the first two hits from a zealot hit for full but the next hits for only about 60%. that's about 5 wasted damage.
0
@coronbale: Go
"for the last month or so,"
If you saved data from the beta editor that's probably your problem. Transition from beta client to retail client is a large problem.
0
@Frightwolf2005: Go
blizzard released the game when the game was finished. They were not concerned with the editor's status. However! The entire blizzard campaign was said to be made in the galaxy editor, and between that and editing the text you should be able to get saved variables to move over across maps. Transition will not be seamless but blizzard has announced that this would work in the future. You will simply have to go back and add the transition triggers at a later time. Sorry.
0
@KerenskyLI: Go
check out the map "crush company - the last hope" i believe their projectiles are trigger based and you will just have to slightly modify them to make them hit allys as well as enemies.
0
I have been working for a couple of weeks on my map and quite frequently I get stumped, more often than not i can get my problems solved by friends looking at my data and by looking for tutorials but as of now I am stumped. I've tried a few different methods of making the items spawn but i dont want to do it using triggers, exclusively data.
The ability should be used automatically to spawn one item (i realise one says banana and one says apple that is not the problem i am just linking two seperate methods i tried) at the base of the caster when the caster gains 10 mana. The ability has already been given to the caster and put in the command card as well. Could someone tell me what's wrong with it?
Here's my data.
Effect
Field Spawn Apple AI - AI Notify Flags Editor - Editor Categories Editor - Editor Comment Editor - Editor Description Editor - Editor Name Spawn Apple Editor - Editor Prefix Editor - Editor Suffix Effect - Creation Options Birth, Drop Off, Placement, Provides Food, Provide Complete Tech, Uses Food Effect - Effect - Spawn Effect - Response Flags Effect - Validators Target - Location + Caster Point Target - Marker + 1:(Disabled|Disabled|Disabled|Disabled):(Disabled|Disabled|Disabled|Disabled):Effect/SpawnAppleTree Target - Origin + Caster Unit Tech Tree - Tech Aliases Unit - Spawn Count 1 Unit - Spawn Owner + Neutral Player Unit - Spawn Range 500 Unit - Spawn Unit Apple
Ability
First method i tried
Field Spawn Banana Ability - Alignment Neutral Ability - Arc 0 Ability - Arc Slop 11.25 Ability - Auto Cast Acquire Level None Ability - Auto Cast Filters Ability - Auto Cast Range 2 Ability - Auto Cast Validators Ability - Cancelable Ability - Commands + (|):((Disabled|Disabled)|(Disabled|Disabled)):(Available|Available):(None|None) Ability - Name Spawn Banana Ability - Placeholder Unit Ability - Produced Unit (Banana) Ability - Progress Buttons (||||) Ability - Set ID Ability - Smart Validators Ability - Target Filters Ability - Target Sorts + 0:0 Ability - Uninterruptible Ability - Validate Approach, Prepare, Cast, Channel Command Card - Level Button - Image Command Card - Level Button - Name Command Card - Level Button - Tooltip Cost - Cost + ((0|0|0|0)):((Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled)):((0|0|10)):((0|0|0)):(0):(0):(0):(Disabled):(Abil/SpawnProduce):(Ability):(0.0000):(0.0000):(Abil/SpawnProduce):(Ability):(0.0000):(0.0000) Cost - Refund Fraction + (0|0|0):(0|0|0):(-1|-1|-1|-1):-1:-1 Editor - Editor Categories AbilityorEffectType:Units Editor - Editor Comment Editor - Editor Description Editor - Editor Prefix Editor - Editor Suffix Effect - AI Notify Effect SpawnProduce (Unknown) Effect - Calldown Effect Effect - Cursor Effect Effect - Effect (Spawn Banana) Effect - Marker + 1:(Disabled|Enabled|Disabled|Disabled):(Enabled|Disabled|Disabled|Disabled):Abil/SpawnProduce Effect - Markers Used Approach, Prepare, Cast, Channel Stats - Cast Finish Time Stats - Cast Start Time Stats - Finish Time Stats - Flags Abort On Alliance Change, Auto Cast, Auto Cast On Stats - Prepare Time Stats - Range Stats - Range Extra 1 Tech Tree - Tech Alias Tech Tree - Tech Player Upkeep UI - Activity UI - Alert Array (||||) UI - Default Error MustTargetUnit UI - Error Alert UI - Orders + (Disabled):((255,0,255,0)):(Assets\UI\Feedback\WayPointConfirm\WayPointConfirm.m3):(0.75):(Assets\Textures\WayPointLine.dds) UI - Show Progress UI - Target Message Select target UI - Tooltip Priority 0
second method i tried.
Field Spawn Apple Ability - Acquire Attackers Disabled Ability - Alignment Neutral Ability - Arc 0 Ability - Arc Slop 11.25 Ability - Auto Cast Acquire Level None Ability - Auto Cast Filters Ability - Auto Cast Range 2 Ability - Auto Cast Validators Ability - Cancelable Ability - Commands + (|):((Disabled|Disabled)|(Disabled|Disabled)):(Available|Available):(None|None) Ability - Name Spawn Apple Ability - Place Unit Ability - Placeholder Unit Ability - Produced Unit Ability - Progress Buttons (||||) Ability - Set ID Ability - Smart Validators Ability - Target Filters Ability - Target Sorts + 0:0 Ability - Uninterruptible Ability - Validate Approach, Prepare, Cast, Channel Command Card - Level Button - Image Command Card - Level Button - Name Command Card - Level Button - Tooltip Cost - Cost + ((0|0|0|0)):((Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled)):((0|0|10)):((0|0|0)):(0):(0):(0):(Disabled):(Abil/SpawnProduce):(Ability):(0.0000):(0.0000):(Abil/SpawnProduce):(Ability):(0.0000):(0.0000) Cost - Refund Fraction + (0|0|0):(0|0|0):(-1|-1|-1|-1):-1:-1 Editor - Editor Categories AbilityorEffectType:Units Editor - Editor Comment Editor - Editor Description Editor - Editor Prefix Editor - Editor Suffix Effect - AI Notify Effect Spawn Apple Effect - Calldown Effect Effect - Cursor Effect Effect - Effect (Spawn Apple) Effect - Marker + 1:(Disabled|Enabled|Disabled|Disabled):(Enabled|Disabled|Disabled|Disabled):Abil/SpawnApple Effect - Markers Used Approach, Prepare, Cast, Channel Stats - Cast Finish Time Stats - Cast Start Time Stats - Finish Time Stats - Flags Abort On Alliance Change, Auto Cast, Auto Cast On Stats - Follow Range 5 Stats - Prepare Time Stats - Range Stats - Range Extra 1 Tech Tree - Tech Alias Tech Tree - Tech Player Upkeep UI - Activity UI - Alert Array (||||) UI - Default Error MustTargetUnit UI - Error Alert UI - Orders + (Disabled):((255,0,255,0)):(Assets\UI\Feedback\WayPointConfirm\WayPointConfirm.m3):(0.75):(Assets\Textures\WayPointLine.dds) UI - Show Progress UI - Target Message Select target UI - Tooltip Priority 0
Edit
sorry about the wall of text, i dont know how to make these lines enter in an organized manner0
@ividyon: Go
There is a leashed version of the wander behavior that the post above mentions. This wanders in a medium radius around the origional placement point or the last point the unit was instructed to walk to.
0
@Zarakk: Go
Are you downright unable to do characters or is it just characters with equipment that you cannot do?
0
Am I perhaps not supplying enough information on what I would like, or would this be rather difficult? I was assuming it would take less than a half hour because i am mostly asking for models to be stuck together rather than actually edited. I do not know much about this type of production so please give me some feedback even if you cannot make the model for me. Thanks.
0
Could someone please make me a model similar to the picture below? It uses standard doodads that ship with the game, Rubble Wall 90, Security Fence Straight, Chain Link Fence Straight, and Water Tower Tall. The main difference is that I would like the top of the water tower cut off so that the fences make a gun nest at the top of the tower. In addition to this model could anyone also make a version that has a standard marine model standing in the top of the tower with animations for standing and for shooting?
I want to make this into a structure with a 2x4 footprint, and if there's a better way to do this please let me know.
http://i64.photobucket.com/albums/h165/Maxwell999/Fortifieddefenses.png
0
@TerranApocalypse: Go
It'd be awesome if you could just look at the stickies on top of the tutorials section of the forum or search for keywords before posting. Some threads are difficult to find but there are many many tutorials for hero creation.
This thread should be put in the map development forum for one thing, his question related to the data editor and not to trigger libraries.
http://forums.sc2mapster.com/development/tutorials/431-data-complete-hero-tutorial/
http://forums.sc2mapster.com/development/tutorials/1333-video-data-wc3-hero-ability-emulation/
http://forums.sc2mapster.com/development/tutorials/1646-data-create-a-wc3-like-experience-sharing-system/
http://forums.sc2mapster.com/development/tutorials/4705-data-revive-heroes/#p8
that shoudl be everything you'll ever need a tutorial for regarding heroes. Good luck.
0
@Atl0s: Go
Create a modified version of hardened sheilds that reduces ranged damage to zero but has no actual sheild value.
Create a behavior/buff to give that ability to units.
Create an aura with the actor whatever you want, make the aura give the behavior/buff you just created.
Probably will work.
0
@komodo1138: Go
@summerloud: Go
I dont see the logic here. No matter when you do the shape change, the proportions will still be wrong so it will still get distorted.
0
@jerberson12: Go
yup.
Spawns.
Event; Timer - Every 60.0 seconds of Game Time
Condition; (Number of Living units in (Any units in "Large Region That overlaps all your points" owned by player 15 matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) < "some number of units you want roaming around"
Event; General - Repeat (Actions) X times Actions General - Switch (Actions) depending on (Random integer between 0 and 3) Cases if 0 Actions Unit - Create 1 "unit that you want" for player 15 at (Point facing 270.0 degrees) using default facing (No Options)
add more cases as needed
0
@Zarakk: Go
Request; Tropical/Troll theme pack;
Beasts;
http://www.wowwiki.com/Crocolisk http://www.wowwiki.com/Hydra http://www.wowwiki.com/Panther http://www.wowwiki.com/Raptor http://www.wowwiki.com/Spider (black and red version, or both if possible) http://www.wowwiki.com/Tiger http://www.wowwiki.com/King_Bangalash http://www.wowwiki.com/Eagle http://www.wowwiki.com/Bear http://www.wowwiki.com/Serpent
Undead/Demon;
http://www.wowwiki.com/Zombie (multiple varieties) http://www.wowwiki.com/Wight http://www.wowwiki.com/Skeleton http://www.wowwiki.com/Grell (red and blue varities)
Humanoid;
http://www.wowwiki.com/Dire_troll http://www.wowwiki.com/Ogre (one headed and two headed varities) http://www.wowwiki.com/Nalorakk
I hope the images help you to find the models i'm talking about. Will check back frequently for progress.
0
@BuuGhost: Go
if your water doesnt show you have to use the button "lock to game view settings"