Ah, from reading DrSuperEvil's solution, I made the chain backwards. However, fixing it foreward properly, it still doesn't work.
The damage response for the 2nd behavior should be defender and fatal right?
To locate the problem, I made the first behavior (attacker), the one on the unit that is supposed to gain energy, have a positive alignment, and the second behavior (defender, fatal), the one on the unit that dies, have a negative alignment. It turns out, the 2nd behavior (defender, fatal) was being applied to my unit, but not the 1st behavior (attacker). Assuming I was an idiot and had it right the first time (backwards), I reversed it again. The same negative behavior was still applied to my unit and the positive one was not.
There must really be something I'm missing. To clarfiy, this is what I did (that I thought was what you asked of me):
Hero has behavior (attacker)
When hero attacks a unit, that unit receives the damage, as well as a behavior
The behavior on the unit is set on defender while fatal
If the damage kills the unit, the behavior on the unit triggers the effect that will give its killer energy
The effect that gives me energy has both Effect: Transfer Unit - Value set to Target and Target: Impact Unit - Value set to Target
The damage response on attacker applies a buff to the unit being attacked that has a damage response on defender when fatal. It is not completely logical but has been proven to work.
Does this mean I would have to have a damage response on every killable unit? I tried putting both behaviors on one unit triggering one another but it didn't work. There must be something I'm missing here.
I'm not quite sure what the second part actually meant but I'm going to guess.
Behavior with damage response on defender when fatal will trigger using 'handled' an a effect that will apply a behavior with damage response on attacker will trigger using 'handled' a modify unit effect that gives energy.
I haven't tested it yet but is that what you were trying to say?
I've searched the forums on this site for this type of ability and none of them have been solved. It's a simple concept; Hero kills unit -> Hero gains energy. But doing it in the editor proved to be more complex.
I also have the ability and the 3 behaviours (for 3 levels) on my hero and command card with the necessary requirements. I tried to provide as many details as possible so this problem could finally be solved for once and for all. Thank you for any help at all in advance!
I want this ability to, after using it, change just the colour of the blade of Zeratul. I'm guessing it might have something to do with attachment points? I have no idea where to start. Any help at all would be highly appreciated.
Edit: The ability is an effect - target and all the animations are a one shot, if that helps anyone.
That's exactly what I did but I feel I didn't explain myself properly. By targetted teleport I meant you need to target a unit to teleport and when you click, you teleport to that unit and deal damage to it.
Thanks btw for the quick reply!
This ability should be fairly simple and I'm probably missing a key thing here but I'm trying to make a targetted teleport with damage upon arrival using Zeratul. I got the damage part to work of course and the teleport animation plays but he doesn't actually go anywhere. Any help will be very much appreciated (:
If people didn't already know this, a trick you can do to show decimals is, if it is less than 1, you would type: 0.<d ref="10 *(...)"\>
I haven't tried showing numbers above 1 with decimals, but if it doesn't show, you would type: <d ref="(...)" - [10*(...)] - (...)/>.<d ref="[10*(...)] - (...)"/>
Notice the decimal in between the two references, you have to place it manually. The (...) where you put your reference. You can change 10 to be 100 or 1000 depending on how many decimals you have.
Aha! I changed the damage fraction to 1 so that's working properly, and I toyed with the slow numbers a bit to make it more noticable and that works now too!
However this is not what I'm trying to do. Correct me if I'm wrong, but level 1, 2, or 3 of an ability still has the same ID which means you have no control over which level of ability you reference.
I want the entire tool tip to change. Colour changes here, remove some text there. Can anyone please help me?
@Darkillusion95: Go
In number 4, when you said to set the period effect to 0.1, the only editable numerical value with decimals was (Effect: Period Durations +) so I put it there. Also for period number, I set (Effect: Period Count) to 1... Is 1 enough? I don't exactly know what this value changes. And then I changed the periodic effect to the search area effect like you said, as well as all the other instructions. Sadly, neither the slow nor the damage is working ):
This is the general idea of the ability I'm trying to make. A mineral field grows at target location, slowing all units in the area (enemies are no longer slowed when they leave the area) until it reaches it's max size. Once it reaches it's max size, the slowing aura ends and the mineral field shatters, dealing damage to all units left in the area. Just to clarify, enemies can slowed even if they enter the area for a brief second after the ability was cast and same with the damage.
For now, I don't care about visuals, I'm just trying to get the slow and damage working properly, though, help on actors would be much appreciated. I've tried this myself by duplicating Psi Storm but I couldn't even get the damage to go off. I suck at data XD.
So I linked my persistent to have search area in Effect: Periodic Effects+ and edited the Effect: Periodic Offsets+ to have a Y offset of -1 but it's not exactly working... Sorry I don't have a good grasp on data, what else do I need to do? Did I do something wrong?
So, is there a way to make the missile reach its max range before exploding (if it doesn't hit a unit) no matter where you click? I don't like how you have to click behind your target for it to work.
0
Ah, from reading DrSuperEvil's solution, I made the chain backwards. However, fixing it foreward properly, it still doesn't work.
The damage response for the 2nd behavior should be defender and fatal right?
To locate the problem, I made the first behavior (attacker), the one on the unit that is supposed to gain energy, have a positive alignment, and the second behavior (defender, fatal), the one on the unit that dies, have a negative alignment. It turns out, the 2nd behavior (defender, fatal) was being applied to my unit, but not the 1st behavior (attacker). Assuming I was an idiot and had it right the first time (backwards), I reversed it again. The same negative behavior was still applied to my unit and the positive one was not.
There must really be something I'm missing. To clarfiy, this is what I did (that I thought was what you asked of me):
Anything wrong here?
0
Does this mean I would have to have a damage response on every killable unit? I tried putting both behaviors on one unit triggering one another but it didn't work. There must be something I'm missing here.
0
I'm not quite sure what the second part actually meant but I'm going to guess.
Behavior with damage response on defender when fatal will trigger using 'handled' an a effect that will apply a behavior with damage response on attacker will trigger using 'handled' a modify unit effect that gives energy.
I haven't tested it yet but is that what you were trying to say?
0
I've searched the forums on this site for this type of ability and none of them have been solved. It's a simple concept; Hero kills unit -> Hero gains energy. But doing it in the editor proved to be more complex.
My chain goes as follows:
Ability(Behavior) - Ability: Behaviors(Behavior(Buff)) ->
Behavior(Buff) - Damage Response(Chance: 1)(Fatal: Enabled)(Location: Attacker)(Handled: Effect(ModifyUnit)) ->
Effect(ModifyUnit) - Effect: Transfer Unit(Value: Target) - Effect: Vitals(Energy Change: 30) - Target: Impact Unit(Value: Caster)
I also have the ability and the 3 behaviours (for 3 levels) on my hero and command card with the necessary requirements. I tried to provide as many details as possible so this problem could finally be solved for once and for all. Thank you for any help at all in advance!
0
I want this ability to, after using it, change just the colour of the blade of Zeratul. I'm guessing it might have something to do with attachment points? I have no idea where to start. Any help at all would be highly appreciated.
Edit: The ability is an effect - target and all the animations are a one shot, if that helps anyone.
0
That's exactly what I did but I feel I didn't explain myself properly. By targetted teleport I meant you need to target a unit to teleport and when you click, you teleport to that unit and deal damage to it. Thanks btw for the quick reply!
0
This ability should be fairly simple and I'm probably missing a key thing here but I'm trying to make a targetted teleport with damage upon arrival using Zeratul. I got the damage part to work of course and the teleport animation plays but he doesn't actually go anywhere. Any help will be very much appreciated (:
0
If people didn't already know this, a trick you can do to show decimals is, if it is less than 1, you would type: 0.<d ref="10 *(...)"\>
I haven't tried showing numbers above 1 with decimals, but if it doesn't show, you would type: <d ref="(...)" - [10*(...)] - (...)/>.<d ref="[10*(...)] - (...)"/>
Notice the decimal in between the two references, you have to place it manually. The (...) where you put your reference. You can change 10 to be 100 or 1000 depending on how many decimals you have.
0
@Darkillusion95: Go
Aha! I changed the damage fraction to 1 so that's working properly, and I toyed with the slow numbers a bit to make it more noticable and that works now too!
Thanks for all your help :)
0
I've looked around some more and I found out you can reference different types of data by using <d ref=""/> which is further explained in http://www.sc2mapster.com/forums/resources/tutorials/17879-data-button-tooltip-referencing/
However this is not what I'm trying to do. Correct me if I'm wrong, but level 1, 2, or 3 of an ability still has the same ID which means you have no control over which level of ability you reference.
I want the entire tool tip to change. Colour changes here, remove some text there. Can anyone please help me?
0
@Darkillusion95: Go In number 4, when you said to set the period effect to 0.1, the only editable numerical value with decimals was (Effect: Period Durations +) so I put it there. Also for period number, I set (Effect: Period Count) to 1... Is 1 enough? I don't exactly know what this value changes. And then I changed the periodic effect to the search area effect like you said, as well as all the other instructions. Sadly, neither the slow nor the damage is working ):
0
If you can explain it, I'd be happy to hear it.
0
This is the general idea of the ability I'm trying to make. A mineral field grows at target location, slowing all units in the area (enemies are no longer slowed when they leave the area) until it reaches it's max size. Once it reaches it's max size, the slowing aura ends and the mineral field shatters, dealing damage to all units left in the area. Just to clarify, enemies can slowed even if they enter the area for a brief second after the ability was cast and same with the damage.
For now, I don't care about visuals, I'm just trying to get the slow and damage working properly, though, help on actors would be much appreciated. I've tried this myself by duplicating Psi Storm but I couldn't even get the damage to go off. I suck at data XD.
Thanks in advance to everyone.
0
So I linked my persistent to have search area in Effect: Periodic Effects+ and edited the Effect: Periodic Offsets+ to have a Y offset of -1 but it's not exactly working... Sorry I don't have a good grasp on data, what else do I need to do? Did I do something wrong?
0
So, is there a way to make the missile reach its max range before exploding (if it doesn't hit a unit) no matter where you click? I don't like how you have to click behind your target for it to work.