Marauder - Punisher Grenades settings are all default, except that I changed the damage to zero so that it does not kill unit, instead only the slow behavior will be applied to the target.
I am using a trigger that makes a marauder issue order attack unit and shoots punisher grenade but the effect "slow" is not being applied to the target
I set the damage effect to 0 of marauder punisher grenade so that only the slow behavior can be noticed. I tried shooting but nothing happens, the target unit does not slow down. I even adjust the movement multiplier to 0.01 but still.
I just want to verify that this behavior works so that i can add this to my custom weapon.
I wanted to add an additional effect "Slow Behavior" to the Gauss Rifle Weapon.
Everytime I add this effect, the current damage effect disappear as well as its associated sound and models.
I wanted the damage and slow behavior appear on this weapon.
I read something like duplicating the effect(slow behavior), change its name or ID so that it matches with the weapon. and hola,
the additional effect will appear from the weapon.
But I tried following the instruction but I couldnt get it to work.
Am I doing something wrong?
If thats the case I need some screenshots on this one, thanks!
so if a unit has 1 armor and you have a weapon of 300 damage and 50 armor reduction, the units takes 250 damage. In my case , the units take -2200 which is
going the other way.
So by only messing around with weapon damage and armor reduction, if a unit has an 1 life armor, there's no way to elimate that, not unless you add and effect to
the weapon that will reduce its armor.
Main objective:
1. I wanted a weapon that makes a damage
2. I wanted a weapon that takes away armor only but does not make damages.
3. I wanted a weapon that makes both.
When I get off from work, Ill take a look on adding effect that will reduce armor. Thanks!
I am not sure how these two works but correct me if im wrong.
Case 1
Weapon
Damage 5
Armor Reduction 0
Unit
Life 10
Life Armor 0
Result: Unit takes 5 damage, That should kill the unit in 2 shots. (5 - 10kill)
Case 2
Weapon
Damage 5
Armor Reduction 0
Unit
Life 10
Life Armor 1
Result: unit takes 4 damage since it has life armor 1, and it will take 3 shots to kill the unit (4 - 8 - 12kill)
Case 3
Weapon
Damage 5
Armor Reduction 1
Unit
Life 10
Life Armor 1
Result: unit takes 4 damage since it has 1 life armor,and take away 1 life amor since the weapon has 1 armor reduction on the first shot.
Unit takes 5 damage since the weapon took its 1 life armor on the second shot. But it will still take 3 shots to kill the unit
(4 - 9 - 14kill)
If all the above cases are true, why would the next case wont work. I cant kill the unit with theses settings.
Case 4
Weapon
Damage 300
Armor Reduction 50
Unit
Life 300
Life Armor 50
Expectation: That would kill the unit instantly or at most 2 shots, since their settings are the same.
Unit take 250 damage since it has 50 life armor but it will get 300 damage on the next shot since the weapon took its life armor from the first shot.
Result: Unit wont die
Other settings.
Unit Shields are all 0
Life Regen: 0
of course , the Case 4 weapon kills all the units without armor.
So I have a region that when "Any Units" enters this region, triggering unit disappears.
I just knew that missiles, rockets and lasers are units under projectile.
So when they enter this region, they disappear too. I just want the actual unit to disappear.
Dont know if "Any Units" can be filtered.
I also check untargetable, invulnerable, unselectable, etc under those projectiles from data editor but nothing happens.
How do I get the return value of a unit's current life armor?
I can have the unit's current property like shield, life, movement speed.
But I can find the Life Armor value so that I can show it on my UI.
I tried using Catalog Action by getting the values from the Data Editor but it returns the default value.
I wanted the current Life Armor value of a unit.
BTW: armor value shows on the default UI but I hid that UI so I can create my own.
Working on a TPS game type.
I've been messing up Data Editor for a while especially weapons in order to work with my custom game play.
I wanted to get weapon stats and damage value using triggers/actions, especially weapon range and weapon damage.
Somebody mention about using the Catalog trigger but I dont know how to use it.
Can somebody please give me an example how to use the catalog trigger?
Let say how do you get the current weapon range of a unit?
0
@plagelpuss: Go
Marauder - Punisher Grenades settings are all default, except that I changed the damage to zero so that it does not kill unit, instead only the slow behavior will be applied to the target.
I am using a trigger that makes a marauder issue order attack unit and shoots punisher grenade but the effect "slow" is not being applied to the target
0
Hi,
I set the damage effect to 0 of marauder punisher grenade so that only the slow behavior can be noticed. I tried shooting but nothing happens, the target unit does not slow down. I even adjust the movement multiplier to 0.01 but still.
I just want to verify that this behavior works so that i can add this to my custom weapon.
0
Hi,
I wanted to add an additional effect "Slow Behavior" to the Gauss Rifle Weapon. Everytime I add this effect, the current damage effect disappear as well as its associated sound and models. I wanted the damage and slow behavior appear on this weapon.
I read something like duplicating the effect(slow behavior), change its name or ID so that it matches with the weapon. and hola, the additional effect will appear from the weapon.
But I tried following the instruction but I couldnt get it to work.
Am I doing something wrong?
If thats the case I need some screenshots on this one, thanks!
0
Ah I see,
so if a unit has 1 armor and you have a weapon of 300 damage and 50 armor reduction, the units takes 250 damage. In my case , the units take -2200 which is going the other way.
So by only messing around with weapon damage and armor reduction, if a unit has an 1 life armor, there's no way to elimate that, not unless you add and effect to the weapon that will reduce its armor.
Main objective:
1. I wanted a weapon that makes a damage 2. I wanted a weapon that takes away armor only but does not make damages. 3. I wanted a weapon that makes both.
When I get off from work, Ill take a look on adding effect that will reduce armor. Thanks!
0
Bumping....
0
Hi,
I am not sure how these two works but correct me if im wrong.
Case 1
Weapon Damage 5 Armor Reduction 0
Unit Life 10 Life Armor 0
Result: Unit takes 5 damage, That should kill the unit in 2 shots. (5 - 10kill)
Case 2
Weapon Damage 5 Armor Reduction 0
Unit Life 10 Life Armor 1
Result: unit takes 4 damage since it has life armor 1, and it will take 3 shots to kill the unit (4 - 8 - 12kill)
Case 3
Weapon Damage 5 Armor Reduction 1
Unit Life 10 Life Armor 1
Result: unit takes 4 damage since it has 1 life armor,and take away 1 life amor since the weapon has 1 armor reduction on the first shot. Unit takes 5 damage since the weapon took its 1 life armor on the second shot. But it will still take 3 shots to kill the unit (4 - 9 - 14kill)
If all the above cases are true, why would the next case wont work. I cant kill the unit with theses settings.
Case 4
Weapon Damage 300 Armor Reduction 50
Unit Life 300 Life Armor 50
Expectation: That would kill the unit instantly or at most 2 shots, since their settings are the same. Unit take 250 damage since it has 50 life armor but it will get 300 damage on the next shot since the weapon took its life armor from the first shot.
Result: Unit wont die
Other settings. Unit Shields are all 0 Life Regen: 0
of course , the Case 4 weapon kills all the units without armor.
0
Hi,
I would like to have a trigger that if player key press, it kills all units own by player 1 on the entire map.
"kill unit" kilss only a single unit.
0
how to make a unit shoot at the ground even without a unit?
If i use issue order attack targeting point, my unit just move to the point.
I already change the weapon, target filters so that everything is "allowed" and also set to target unit/points but no luck.
I know about making dummy units without a model so that my unit looks shooting to the ground but actually shoots at the dummy unit.
but im hoping if there is a batter way or proper way thnaks
0
found it, thanks
0
If you have to input a text lets say
Text Value: "There are 35 units left on the map"
Onviously "35" is a text value, but I wanted to be a variable.
Something like "There are" ,CurrentNumberOfUnit, "units left one the map"
I am using the dialog item label text for this
hopefully a single liner of value will work
0
Your ideas are bright, fixed the problem.
Similar with what you guys said but a little different.
Event Any units enters region 001
Variable "triggering unit acceleration" = triggering unit(unit property(acceleration - default))REAL
Action if "triggering unit acceleration" != 0 then kill triggering unit
if "triggering unit acceleration" = 0 do nothing.
Since all rockets, missiles etc has a default acceleration of 0 and the units have 1000.
I use acceleration because its easier and its already on the presets. I dont know about getting the unit type classification.
Thanks!
0
Hi,
So I have a region that when "Any Units" enters this region, triggering unit disappears. I just knew that missiles, rockets and lasers are units under projectile. So when they enter this region, they disappear too. I just want the actual unit to disappear.
Dont know if "Any Units" can be filtered.
I also check untargetable, invulnerable, unselectable, etc under those projectiles from data editor but nothing happens.
0
bumping
0
Hi,
How do I get the return value of a unit's current life armor? I can have the unit's current property like shield, life, movement speed. But I can find the Life Armor value so that I can show it on my UI.
I tried using Catalog Action by getting the values from the Data Editor but it returns the default value. I wanted the current Life Armor value of a unit.
BTW: armor value shows on the default UI but I hid that UI so I can create my own. Working on a TPS game type.
0
So,
I've been messing up Data Editor for a while especially weapons in order to work with my custom game play. I wanted to get weapon stats and damage value using triggers/actions, especially weapon range and weapon damage.
Somebody mention about using the Catalog trigger but I dont know how to use it. Can somebody please give me an example how to use the catalog trigger?
Let say how do you get the current weapon range of a unit?
THanks!