Thanks again for the reply! But I didn't mean Status Bars, but the life/shields itself. When a unit becomes Invulnerable, its life/shields becomes completely invisible. I wanted to know if this is possible without the usage of Invulnerability. But thanks for the Behavior: Modification - State Flags tip! Maybe I could use it if there are no answers to this.
Attachment Screenshots shows more examples of this "Invisible Life/Shields"
As you can see, life/shields of invulnerable units are completely invisible, although their Status Bars are visible.
Maybe you could try to duplicate that ability tto target only air units. Or... In the ability's Effects, you could try changing everything related to Target Point to Target Unit. This is just my suggestion, so make sure to back up your file first if you're willing to test this.
Greetings, members of the SC2Mapster! Once again, I've come to ask a question - Is it Possible:
: To Make Life/Shields of Units Without the Use of Invulnerability?
What I mean is simple. Normally, if you want to make the life/shields of units invisible - all you have to do is simply enable "Invulnerable" in their unit flags. However, if you were to create a map where there are hundreds of different units with different abilities - doing this is simply... Impossible. It's just too much work especially if you don't have any other developers working with you.
One of the biggest traits of my project - The Viacre was that you were not able to see the exact life/shields of units. They were all invulnerable. However, this was possible since there were not that many units to modify in the map. This time, though - Chapter 02 has WAY more different units. A player will be able to control more than 144 different units at a time - with no Blizzard units counted. If you add Blizzard-made units to this, the player will probably see and fight with hundreds of different units. And if I were to modify these units - the map will break even before its out due to the patches of Blizzard. So... I really wanted to know if had to give up on this feature or not.
So, is it possible to... Make unit's life/shield disappear without the usage of "Invulnerability?"
Example of this feature is attached as a screenshot.
Thanks for the quick reply! I was able to solve it using the damage response clamp fields of the behavior! And it is great to learn knew stuff such as minimal damage received under the Gameplay Data...!
Hello again SC2Mapster! Looks like I'm uploading a lot of questions here these days:) In any case, here's my question:
Is it possible to make a unit to receive no damage when the incoming damage is less than 7? (Probably using behaviors)
I want this unit to receive 0 damage even when its surrounded by hundreds of hungry Zerglings, which deals 5 damage. One person suggested me to raise the unit's armor to 7, but it died relatively fast when it was attacked by many Zerglings.
! I already had the buff's period's duration a lot longer than the period. The buff's period: 0.1 / The buff's Duration: 0.75 And.... There is no Action actor used in this ability. It is purely based on behaviors and effects and a single actor that makes the beam on and off. Should I create an Action actor? And if so, where should I apply it?
I'll do as you say and will make the beams create a timer on actor creation!
And yes, I'm validating a buff on the target for I wanted the beam to know if the target unit had the buff or not(Which didn't work). But Caster History? How do I use that? Are you talking about validators or is it something I can do about in the beam actor?
I changed the validator that checks the target unit and modified the Require Caster Unit section, and the result:
It still flickers. Maybe I still didn't quite grasp what the Caster History is yet?
I suggest you to use Create Persistent effects with the flag Channeled, since I think this is the easiest way. And I also suggest you to not use behavior based-beams like the ones used in a Blizzard-created unit "Pit Alarak." (Since this messes things up when you have more than 2 casters in the same area)
The first one didn't work, and so the second one shows the patched version. However, the results always became like the ones you can see in the screenshots. (It flickers or never gets destroyed)
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In reply to DrSuperEvil:
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In reply to DrSuperEvil:
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In reply to VisionElf:
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Greetings, members of the SC2Mapster! Once again, I've come to ask a question - Is it Possible:
: To Make Life/Shields of Units Without the Use of Invulnerability?
What I mean is simple. Normally, if you want to make the life/shields of units invisible - all you have to do is simply enable "Invulnerable" in their unit flags. However, if you were to create a map where there are hundreds of different units with different abilities - doing this is simply... Impossible. It's just too much work especially if you don't have any other developers working with you.
One of the biggest traits of my project - The Viacre was that you were not able to see the exact life/shields of units. They were all invulnerable. However, this was possible since there were not that many units to modify in the map. This time, though - Chapter 02 has WAY more different units. A player will be able to control more than 144 different units at a time - with no Blizzard units counted. If you add Blizzard-made units to this, the player will probably see and fight with hundreds of different units. And if I were to modify these units - the map will break even before its out due to the patches of Blizzard. So... I really wanted to know if had to give up on this feature or not.
So, is it possible to... Make unit's life/shield disappear without the usage of "Invulnerability?"
Example of this feature is attached as a screenshot.
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In reply to DrSuperEvil:
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In reply to DrSuperEvil:
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In reply to DrSuperEvil:
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Hello again SC2Mapster! Looks like I'm uploading a lot of questions here these days:) In any case, here's my question:
Is it possible to make a unit to receive no damage when the incoming damage is less than 7? (Probably using behaviors)
I want this unit to receive 0 damage even when its surrounded by hundreds of hungry Zerglings, which deals 5 damage. One person suggested me to raise the unit's armor to 7, but it died relatively fast when it was attacked by many Zerglings.
Thanks in advance,
[email protected]
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In reply to DrSuperEvil:
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In reply to DrSuperEvil:
And.... There is no Action actor used in this ability. It is purely based on behaviors and effects and a single actor that makes the beam on and off. Should I create an Action actor? And if so, where should I apply it?
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In reply to DrSuperEvil:
Umm... Unfortunately the beams fired by multiple casters can target the same unit already, as the beams already stack, and only 1 per caster.
Also, the Validate Unit that I use in my events already use the (None): Require Caster Unit - Value field and this is set to Caster.
So I guess... I was using the right validators.
You can even see them in action in my old videos where multiple casters target a single unit.
Is there still... An unforseen way for the beams to work?
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In reply to DrSuperEvil:
But Caster History? How do I use that? Are you talking about validators or is it something I can do about in the beam actor?
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Hello!
I suggest you to use Create Persistent effects with the flag Channeled, since I think this is the easiest way. And I also suggest you to not use behavior based-beams like the ones used in a Blizzard-created unit "Pit Alarak." (Since this messes things up when you have more than 2 casters in the same area)
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In reply to DrSuperEvil: