And each are set to do what the EMP was originallly set to do and then I modified the actual unit changes (price, vital cost etc.) to make it effect units how I wanted them effected... and then I saw that in the Raven - Short Circuit (Launch Missile) that it was checking a validator, so I made Raven - Short Circuit (Validator) as well... So that's where I'm at. I don't want to post all of them as that's a lot - but if you see that I'm missing an effect of some kind, or would like to see one of those particularly, i can post it.
Okay, so I'm trying to create a custom ability that is pretty much similar to EMP from the ghost/science vessel, except I'm making it from scratch to hopefully be able to understand the data editor a little better, and make more stuff on my own in the future.
So what I did was went through the effects and behaviors of the EMP ability and then started making my own wherever it called for something else EMP related.
When I test it, the unit doesn't cast any ability, and I get the validators warning "must target unit" which is the default warning... so that's why I think it's a problem with the validator, but it's exactly the same as the EMP validator, and it's pretty straight forward so I started thinking it's a problem somewhere else that's just throwing the validator off somehow - so i rechecked all my fields and it seems that the link is the only one different. Anyways, here's the validator...
At least that's what I think it is... I seem to be having problems getting my custom ability to work. The validator keeps returning false but it's set up exactly like a default ability that I'm basing my custom one on. Just excluding self, hidden, etc.
The only difference I see in fields that are NOT filled in between a standard ability and mine, is in the Cost: Cost - Charge - Link ()
when I try to search through the list of Abil/id my custom ability isn't even an option. Did I miss making something?
Combine validator? Hmm.. I guess I'm not too sure what you mean by that. Right now what I have is a "Have Starport" requirement on a behavior which i modified slightly to require the player to control 2 starports for the behavior to apply - but getting that requirement to allow for 1 starport owned by you and 1 by an ally is proven a little more complex. In the requirements formula I can't seem to imply other players - just the player in question.
Is there a way to have a Requirement require your ally to have something? Otherwise, an effect that searches for allied structures? I'm looking for a requirement ideally speaking, because it's linked to a behavior that requires 2 structures... but I want one of them able to be owned by an ally.
PiratesGalaxy on NA servers. Screenshots at bottom of post.
Hey all, this is my first sc2 map that I've posted. I finally got one looking pretty lol. So it's still in need of some balancing, and there are some changes that I'll be making as my friends and I play on it more and more, but for the most part it all works as it should.
The Basics:
It's called PiratesGalaxy. Players build fleets of air units to kill enemy Ports and Cargo Carriers for income and supremacy. Players can win via last man standing (the more aggressive strategy) or by economic means (it is a pirate game after all) by purchasing 10 victory points.
There are 10 islands in a circle around the outer rim of the map. Each island houses a single starport and two missile turrets.
From the starports, players can build air units to fight with. The center Island holds an Armory for each player and from that armory, you can do a variety of things such as upgrade your fleet and cast useful spells all over the map.
Each player starts the game with control over one of the islands. Starting positions are hardcoded, not random, to avoid getting sandwhiched between two players. Eventually I will set it up so it places each player randomly at the furthest possible islands, but for now, permenant spawns are just fine.
From your starport, you can build Vikings (anti-air), Banshees (anti-structure), Ravens (can cast Point Defense Drone, Mass Recall, and is a Detector), and Battlecruisers which have the yamato cannon.
Each player has a supply limit that is automatically available. Right now, it's set up at 27, and the last handful of games have been implying that it's still a little too low so expect a raise in that at some point soon.
To gain control of a starport, you kill it. A new one will spawn for you.
When you control 2 or more starports, each starport will automatically produce Cargo Carriers which transport mineral cargo between ports that you control. If a port makes it to it's destination (hopefully you still own it by the time it gets there) then you're rewarded handsomly. This is a typical players main source of income so it's important to try to keep at least 2 starports under your control at all times.
If you don't have more than 1 starport, or you're left with no starports at all, then don't fret. Killing enemy cargo carriers is just as rewarding (minerally speaking anyways).
You purchase Victory Points, upgrade your fleet, and may cast spells from your Armory, which is housed in the middle island. As of now, the spells available at the armory are Scanner Sweep and Vortex. More may come shortly.
A leaderboard is present during the game to show you the victory point standings at all times.
And finally, here are some pictures. Take a look, try the game out, and lemme know what you think! Thanks!
Okay I figured it out... in the Create Unit effect, the field Effect: Creation Options, i had to uncheck the Placement box... I would assume because it's trying to create the structure as the old one is being killed and the placement is blocked thus.
Thanks for all of your help! I'll prolly take a bunch of screenshots and make a tutorial for others if you don't mind.
Here's the behavior. I have 2 starports on the map, one is for player 1 the other is for player 2, and they're both set to user. I then have a bunch of BC's placed that I use to kill the starports with to test. The Starport unit DOES have this as a behavior.
This is what I have, and it's not working at all now... starports just die, no new unit is created. If this looks right to you, then I can post my behavior as well...
After testing that, it sort of works... but it's creating the new starport at the point of the killing unit. Which option returns the point of the killed starport?
EDIT:: Could someone please just 'copy as text' a behavior, and the effect needed into this thread? They're really simple, only 3 or 4 fields need to be changed for each. I'm having a really hard time figuring it out on my own, and now I can't even get it back to sort of working as I changed something and can't remember where the change was. I re-did your suggestion above and I'm still missing something. Blarg.
I have a Create Unit effect on a behavior, and it's applied when the unit dies. The created unit is the same type of unit, and I want it to be created owned by the killing player - but under the Owner field in the effect, none of the options (source/target/neutral etc...) do that. How do I determine who the killing player is?
I'm using a trigger for that actually.. in the behavior, i have 2 effects linked. The first effect creates a unit, the second effect casts an ability (custom one that I made) that doesn't do anything, it's just a blank ability of the instant type... and then in triggers, i can use the event Any Unit Uses Ability... and then target that ability. No other unit in the game will use it, so I'm able to determine when these units are made via the behavior, and I can tell them all to do something when they're spawned.
For my map, I have them choosing to move to one of 5 points randomly.
I have a Create Unit effect that's creating a Viking through a periodic behavior on Starports. I was wondering if there's a way to require more than 1 Starport, rather than just 'Has Starport'? For example, I want the behavior to only apply if a player has more than 1 Starport.
0
@playpong: Go
Okay, so for my custom EMP essentially, I have:
And each are set to do what the EMP was originallly set to do and then I modified the actual unit changes (price, vital cost etc.) to make it effect units how I wanted them effected... and then I saw that in the Raven - Short Circuit (Launch Missile) that it was checking a validator, so I made Raven - Short Circuit (Validator) as well... So that's where I'm at. I don't want to post all of them as that's a lot - but if you see that I'm missing an effect of some kind, or would like to see one of those particularly, i can post it.
0
@neverwin1011: Go
Okay, so I'm trying to create a custom ability that is pretty much similar to EMP from the ghost/science vessel, except I'm making it from scratch to hopefully be able to understand the data editor a little better, and make more stuff on my own in the future.
So what I did was went through the effects and behaviors of the EMP ability and then started making my own wherever it called for something else EMP related.
When I test it, the unit doesn't cast any ability, and I get the validators warning "must target unit" which is the default warning... so that's why I think it's a problem with the validator, but it's exactly the same as the EMP validator, and it's pretty straight forward so I started thinking it's a problem somewhere else that's just throwing the validator off somehow - so i rechecked all my fields and it seems that the link is the only one different. Anyways, here's the validator...
0
At least that's what I think it is... I seem to be having problems getting my custom ability to work. The validator keeps returning false but it's set up exactly like a default ability that I'm basing my custom one on. Just excluding self, hidden, etc.
The only difference I see in fields that are NOT filled in between a standard ability and mine, is in the Cost: Cost - Charge - Link ()
when I try to search through the list of Abil/
id
my custom ability isn't even an option. Did I miss making something?0
@DrSuperEvil: Go
Combine validator? Hmm.. I guess I'm not too sure what you mean by that. Right now what I have is a "Have Starport" requirement on a behavior which i modified slightly to require the player to control 2 starports for the behavior to apply - but getting that requirement to allow for 1 starport owned by you and 1 by an ally is proven a little more complex. In the requirements formula I can't seem to imply other players - just the player in question.
0
Is there a way to have a Requirement require your ally to have something? Otherwise, an effect that searches for allied structures? I'm looking for a requirement ideally speaking, because it's linked to a behavior that requires 2 structures... but I want one of them able to be owned by an ally.
0
PiratesGalaxy on NA servers. Screenshots at bottom of post.
Hey all, this is my first sc2 map that I've posted. I finally got one looking pretty lol. So it's still in need of some balancing, and there are some changes that I'll be making as my friends and I play on it more and more, but for the most part it all works as it should.
The Basics: It's called PiratesGalaxy. Players build fleets of air units to kill enemy Ports and Cargo Carriers for income and supremacy. Players can win via last man standing (the more aggressive strategy) or by economic means (it is a pirate game after all) by purchasing 10 victory points.
There are 10 islands in a circle around the outer rim of the map. Each island houses a single starport and two missile turrets.
From the starports, players can build air units to fight with. The center Island holds an Armory for each player and from that armory, you can do a variety of things such as upgrade your fleet and cast useful spells all over the map.
Each player starts the game with control over one of the islands. Starting positions are hardcoded, not random, to avoid getting sandwhiched between two players. Eventually I will set it up so it places each player randomly at the furthest possible islands, but for now, permenant spawns are just fine.
From your starport, you can build Vikings (anti-air), Banshees (anti-structure), Ravens (can cast Point Defense Drone, Mass Recall, and is a Detector), and Battlecruisers which have the yamato cannon.
Each player has a supply limit that is automatically available. Right now, it's set up at 27, and the last handful of games have been implying that it's still a little too low so expect a raise in that at some point soon.
To gain control of a starport, you kill it. A new one will spawn for you.
When you control 2 or more starports, each starport will automatically produce Cargo Carriers which transport mineral cargo between ports that you control. If a port makes it to it's destination (hopefully you still own it by the time it gets there) then you're rewarded handsomly. This is a typical players main source of income so it's important to try to keep at least 2 starports under your control at all times.
If you don't have more than 1 starport, or you're left with no starports at all, then don't fret. Killing enemy cargo carriers is just as rewarding (minerally speaking anyways).
You purchase Victory Points, upgrade your fleet, and may cast spells from your Armory, which is housed in the middle island. As of now, the spells available at the armory are Scanner Sweep and Vortex. More may come shortly.
A leaderboard is present during the game to show you the victory point standings at all times.
And finally, here are some pictures. Take a look, try the game out, and lemme know what you think! Thanks!
0
Okay I figured it out... in the Create Unit effect, the field Effect: Creation Options, i had to uncheck the Placement box... I would assume because it's trying to create the structure as the old one is being killed and the placement is blocked thus.
Thanks for all of your help! I'll prolly take a bunch of screenshots and make a tutorial for others if you don't mind.
0
@peranzormal: Go
Here's the behavior. I have 2 starports on the map, one is for player 1 the other is for player 2, and they're both set to user. I then have a bunch of BC's placed that I use to kill the starports with to test. The Starport unit DOES have this as a behavior.
0
@peranzormal: Go
This is what I have, and it's not working at all now... starports just die, no new unit is created. If this looks right to you, then I can post my behavior as well...
0
After testing that, it sort of works... but it's creating the new starport at the point of the killing unit. Which option returns the point of the killed starport?
EDIT:: Could someone please just 'copy as text' a behavior, and the effect needed into this thread? They're really simple, only 3 or 4 fields need to be changed for each. I'm having a really hard time figuring it out on my own, and now I can't even get it back to sort of working as I changed something and can't remember where the change was. I re-did your suggestion above and I'm still missing something. Blarg.
0
I have a Create Unit effect on a behavior, and it's applied when the unit dies. The created unit is the same type of unit, and I want it to be created owned by the killing player - but under the Owner field in the effect, none of the options (source/target/neutral etc...) do that. How do I determine who the killing player is?
0
@Neonsz: Go
I'm using a trigger for that actually.. in the behavior, i have 2 effects linked. The first effect creates a unit, the second effect casts an ability (custom one that I made) that doesn't do anything, it's just a blank ability of the instant type... and then in triggers, i can use the event Any Unit Uses Ability... and then target that ability. No other unit in the game will use it, so I'm able to determine when these units are made via the behavior, and I can tell them all to do something when they're spawned.
For my map, I have them choosing to move to one of 5 points randomly.
0
@Kueken531: Go
Ohh yeah.. duh. Thanks, that worked :)
0
@Kueken531: Go
I guess I'm not sure what you mean? In the Behavior: Requirements field I can only seem to find "Has Starport" and no way to specify how many.
0
I have a Create Unit effect that's creating a Viking through a periodic behavior on Starports. I was wondering if there's a way to require more than 1 Starport, rather than just 'Has Starport'? For example, I want the behavior to only apply if a player has more than 1 Starport.