Thanks! I seem to have it almost working with one behavior...I'm just not entirely sure which fields I need to set to activate the cooldown. There are four cooldown fields: Damage Response Time Start, Damage Response Time Use, Modification Death Response Time Start and Modification Death Response Time Use. Which one (or many) do I need to set to 45 to get this to function?
Does anyone know how to add an internal cooldown to a unit behavior? I am trying to write a hero that has an ability (+75 armor +10hp/s regeneration for 15 seconds) which triggers when his health goes below 25%. I only want this behavior to fire at a maximum of every 45 seconds. I have the behavior written properly (I think), but I'm having difficulty setting up a trigger. The trigger I have is:
Events: Unit life changes.
Conditions: Triggering unit property between 1 and 450.
Actions: Add 1 'Incredible Vitality' to Unit from Unit.
That, as far as it goes, seems to work fine. But I'm baffled by how to incorporate a 45-second ICD to this trigger. There is an Action called Add Cooldown for Unit Behavior...YES! THAT'S WHAT I WANT! ...wait. It lets me add X seconds (good so far!) to cooldown Y on behavior 'Incredible Vitality' on Unit. But it wants the variable cooldown to be of String-type...wait what? I can create a local String-type variable initially set to 0, but I'm not sure where to go from here.
How do I make the cooldown actually...run? And how do I set a Condition such that my trigger only fires if the cooldown is expired? The Condition I would want to use is Within Bounds (that is, cooldown <= 0), but that Condition only accepts Integer-type variables...and cooldowns have to be String-type. I am thoroughly baffled.
Hey, I have two quick questions which I haven't been able to resolve by looking through the available tutorials.
For a brief background: I'm making a 3v3 custom map in the same spirit as the 'War of the Rings'-style games. That is, a few heroes, regularly spawning units to form an army, etc. There are 6 factions, 3 good and 3 evil.
First question: is there any way to choose which faction I play when I use the Test Document function in the editor? Development on faction 1 is basically finished, so it is little help to me to use Test Document and end up as as faction 1 every time. I want to be able to choose which player I am in-game so I can easily test the custom units, check tooltips and triggers, etc. Is this possible?
Second question: how in the name of all that is holy do I allow players to choose which faction they are in the lobby? I've looked over the Lobby tutorial which was recently posted, but all I got from that was the idea that I could set up a Player Attribute in the lobby and then make a god-awful number of triggers which spawn all of the desired starting buildings and units. (Please god tell me I don't have to do that.) In the editor, I have Player 1 as 'The Damned' and I want someone to be able to click a little drop-down box and select 'The Damned,' etc. It seem intuitive to me that there has to be some easy way to let players in the lobby select which in-editor 'Player' they will control, but I don't see any easy or obvious way to do it with the Player Attribute system or otherwise.
I'd love to see a tutorial for setting up basic missile attacks. Perhaps I'm just stupid in the face, but I cannot find one anywhere on the site. All I want is to be able to copy a hydralisk, change some stats, and still have all of the pretty pretty animations...but no...
Wonderful tutorial. Learned to make some great units this way, but I'm still stumped on two major points:
If the unit I am copying does not initially have a particular stat, is there any way to add it to the new unit? For instance, if I use your tutorial to make a custom unit based off the hydralisk, I cannot find any option in the data editor to set its initial Life Armor Value. To get a hydralisk-type unit with non-zero starting armor, I end up having to copy values from something WITH nonzero starting armor, such as an Ultra, and then change a lot more. That can't be the easiest way to do it, is there a better way?
Second, and more importantly, I am absolutely vexed by missile attacks. Non-missile ranged attacks such as the marine in your tutorial work fine, but if I follow the above steps (again) with a hydralisk, I cannot get an attack animation to function. The unit hisses and deals the appropriate damage to target, but there isn't any attack animation or flying-spines graphic.
All I'm running in the background is Firefox for this site, and during saves my CPU/memory usage both go to about 50%. Windows Task Manager says: Physical Memory (MB) Total 3581, Cached 2098, Free 42 while running GE.
This is frustrating the heck out of me:today, every time I attempt to save, save as, or test document in the editor, the program goes non-responsive. Sometimes it crashes entirely and I lose all work. Sometimes it just sits there with a white screen for two minutes then I get Error: Connection to Battle.net interrupted. Sometimes, rarely, it actually functions as it should. I've tried rebooting the program and my PC without any success. The editor was working 100% A-OK last night, and I haven't installed any new firewalls/antiviruses/?!? that might be screwing it up.
0
@SouLCarveRR: Go
Thanks! I seem to have it almost working with one behavior...I'm just not entirely sure which fields I need to set to activate the cooldown. There are four cooldown fields: Damage Response Time Start, Damage Response Time Use, Modification Death Response Time Start and Modification Death Response Time Use. Which one (or many) do I need to set to 45 to get this to function?
0
Does anyone know how to add an internal cooldown to a unit behavior? I am trying to write a hero that has an ability (+75 armor +10hp/s regeneration for 15 seconds) which triggers when his health goes below 25%. I only want this behavior to fire at a maximum of every 45 seconds. I have the behavior written properly (I think), but I'm having difficulty setting up a trigger. The trigger I have is:
Events: Unit life changes. Conditions: Triggering unit property between 1 and 450. Actions: Add 1 'Incredible Vitality' to Unit from Unit.
That, as far as it goes, seems to work fine. But I'm baffled by how to incorporate a 45-second ICD to this trigger. There is an Action called Add Cooldown for Unit Behavior...YES! THAT'S WHAT I WANT! ...wait. It lets me add X seconds (good so far!) to cooldown Y on behavior 'Incredible Vitality' on Unit. But it wants the variable cooldown to be of String-type...wait what? I can create a local String-type variable initially set to 0, but I'm not sure where to go from here.
How do I make the cooldown actually...run? And how do I set a Condition such that my trigger only fires if the cooldown is expired? The Condition I would want to use is Within Bounds (that is, cooldown <= 0), but that Condition only accepts Integer-type variables...and cooldowns have to be String-type. I am thoroughly baffled.
0
Hey, I have two quick questions which I haven't been able to resolve by looking through the available tutorials.
For a brief background: I'm making a 3v3 custom map in the same spirit as the 'War of the Rings'-style games. That is, a few heroes, regularly spawning units to form an army, etc. There are 6 factions, 3 good and 3 evil.
First question: is there any way to choose which faction I play when I use the Test Document function in the editor? Development on faction 1 is basically finished, so it is little help to me to use Test Document and end up as as faction 1 every time. I want to be able to choose which player I am in-game so I can easily test the custom units, check tooltips and triggers, etc. Is this possible?
Second question: how in the name of all that is holy do I allow players to choose which faction they are in the lobby? I've looked over the Lobby tutorial which was recently posted, but all I got from that was the idea that I could set up a Player Attribute in the lobby and then make a god-awful number of triggers which spawn all of the desired starting buildings and units. (Please god tell me I don't have to do that.) In the editor, I have Player 1 as 'The Damned' and I want someone to be able to click a little drop-down box and select 'The Damned,' etc. It seem intuitive to me that there has to be some easy way to let players in the lobby select which in-editor 'Player' they will control, but I don't see any easy or obvious way to do it with the Player Attribute system or otherwise.
Thanks a bunch for any assistance! :)
0
I'd love to see a tutorial for setting up basic missile attacks. Perhaps I'm just stupid in the face, but I cannot find one anywhere on the site. All I want is to be able to copy a hydralisk, change some stats, and still have all of the pretty pretty animations...but no...
0
Wonderful tutorial. Learned to make some great units this way, but I'm still stumped on two major points:
If the unit I am copying does not initially have a particular stat, is there any way to add it to the new unit? For instance, if I use your tutorial to make a custom unit based off the hydralisk, I cannot find any option in the data editor to set its initial Life Armor Value. To get a hydralisk-type unit with non-zero starting armor, I end up having to copy values from something WITH nonzero starting armor, such as an Ultra, and then change a lot more. That can't be the easiest way to do it, is there a better way?
Second, and more importantly, I am absolutely vexed by missile attacks. Non-missile ranged attacks such as the marine in your tutorial work fine, but if I follow the above steps (again) with a hydralisk, I cannot get an attack animation to function. The unit hisses and deals the appropriate damage to target, but there isn't any attack animation or flying-spines graphic.
Any assistance would be much appreciated!
0
@EternalWraith: Go
All I'm running in the background is Firefox for this site, and during saves my CPU/memory usage both go to about 50%. Windows Task Manager says: Physical Memory (MB) Total 3581, Cached 2098, Free 42 while running GE.
0
This is frustrating the heck out of me:today, every time I attempt to save, save as, or test document in the editor, the program goes non-responsive. Sometimes it crashes entirely and I lose all work. Sometimes it just sits there with a white screen for two minutes then I get Error: Connection to Battle.net interrupted. Sometimes, rarely, it actually functions as it should. I've tried rebooting the program and my PC without any success. The editor was working 100% A-OK last night, and I haven't installed any new firewalls/antiviruses/?!? that might be screwing it up.