Basically i want to increase unit damage proportionally to the number of same unittype on the map.
so 40 units is = to 40 damge
Only applies to this unittype "Believer"
Ive already tried serveral methods to do this, they work, but all cause lag.
i think im going to have to user triggers, but i would like it to work in the
data editor. but...
Hopefully somebody can help or point me in the right direction.
I have to ask , how did you manage to get the harvesting to work?.
im trying to crate a resource that needs a building on top of it too, and i just can't get it to work with the data editor.
and I REALLY don't wanna do it with triggers, It's messy.
Thanks, Il be hacking away on this, il Let you know when i get it to work. :), Thanks for the tips on testing!, I kinda fingured out i needed to test them seperately but you convinced me.
Siloes are proper structures in the map.
The ability to control how many missiles is in a volley would be pretty cool.
The silos builds the missiles and store them.
The Persiststent effect wich repeatedly uses calldowns are what i have setup right now (it does not work however).
randomly chosen offsets are okay too.
Selectable missiles are not necessary just being able to shoot them down with Gatling guns would suffice (or disabling them in a way). Missiles falling to the ground would be wicked cool.
Can calldowns have a artillery like arc?
I guess It's only AOE in the sense that i have serveral missiles each missile have a small impact radius and as such selecting a larger radius(ability start).
Will make it less reliable damage but a larger zone. (zone control vs Damage).
Im trying to create a Artillery barrage that works like this.
A Artillery barrage that launches as many missiles as Siloes can create
so 10 siloes with 5 missiles on each creates creates 50 missiles raining down in a AOE.
Im imagining like this
Artiller Barrage (small)
Rains down a barrage of missiles in a small area.
Artillery Barrale (medium).
Raind down a barrage of missiles in a larger area).
The thought here is that Missiles have a travel time (properly visible on mini map too). And the more missile vs the smaller area the more damage the ability do, So dependent on stored missiles the ability can either do ALOT of Damage in a small radius or lesser damage spread out over more places.
on top of that missiles should be able to be shot down. (by weapons designed to do this).
Ive tried the nuke approach but this seemed to complicate things.
So right now im contemplating something along the lines of
Hi, Sorry for Necroing, But im trying to make a custom race. and i can't for the love of me get the above trigger to work (and i it seems that it just spawns the default ID).
If anyone have more info on these things, and help is apriciated.
BAsically i want to edit a variable depending on a ability/player so.
Event
Unit trains unit with ability "Ability here".
:
Con
Unit must have ability "This unit gave you money".
:
Action
Modify "p1income". +4
:
"p1income" is a integer variable.
I also have a "p2income" and "p3inc" ect,ect.
So if a unit have ability "income ability" then modify "p1income" variable of owner player1 +1
I hope im comming trough it's a bit messy, ive scoured all over and all i can find are records bank catalouges,script,ect and i can't really seem to find anything that lets me links the player to variable value..
So to irriate
Action
Modify "player variable" equal to owner of last created unit "p1income" +4.
Hopefully somebody can understand what im meaning with this mess.
0
@xEillisx: Go
YOU ARE A GOD!, THANK YOU!
I have been crying and scratching my eyeballs out over this!, om MY GOD!. THANK YOU!
Suddenly my footprint works the first time i make it, just save close map and reopen...
zEillisx
THANK YOU AGAIN!.
0
@FunkyUserName: Go
Thanks a ton @FunkyUserName,
I got it to work with this.
added upgrade and max level. specified wich weapon to upgrade and how much damage to display.(and do!), Then i added
Event Unit construction finishes.
Condition unit-type=believer
Action
Techtree - Add one to "believer upgrade" for player "owner of triggering unit"
raw data
removebelieverdamage Events TriggerAddEventUnitRemoved(null) TriggerAddEventUnitDied(null) Local Variables Conditions Comparison((UnitGetType((EventUnit()))), ==, "Believer") Actions TechTreeUpgradeAddLevel((UnitGetOwner((EventUnit()))), "BelieverUpgrade", -1)
Thanks again. and this issue is solved.
0
Basically i want to increase unit damage proportionally to the number of same unittype on the map.
so 40 units is = to 40 damge Only applies to this unittype "Believer"
Ive already tried serveral methods to do this, they work, but all cause lag. i think im going to have to user triggers, but i would like it to work in the data editor. but...
Hopefully somebody can help or point me in the right direction.
0
i too have this problem, i fixed it with deleting (disabling?) the other localizations , but now my triggers does not work.
Does anyone know what this precisely is for a (bug?). problem. and how to fix it for triggers.
0
Thanks for all the Help, im still working on this. (on and off as i seem a bit stuck).
I did get a ability to launch several nukes (depending on targets in area). so, Not too bad.
Again still working on it and will update when i get it working (properly with a map including the ability)
0
@Scythe1250: Go
I have to ask , how did you manage to get the harvesting to work?.
im trying to crate a resource that needs a building on top of it too, and i just can't get it to work with the data editor. and I REALLY don't wanna do it with triggers, It's messy.
0
@Photoloss: Go
OMG ijust had Ephihany!, I Think i might have solved this. THANKS Photoloss.! Wait or have it.
Editor Mode enabled.
0
@Photoloss: Go
Thanks, Il be hacking away on this, il Let you know when i get it to work. :), Thanks for the tips on testing!, I kinda fingured out i needed to test them seperately but you convinced me.
Also Launching Ammo missiles? is that possible?
0
@Photoloss: Go
Siloes are proper structures in the map. The ability to control how many missiles is in a volley would be pretty cool.
The silos builds the missiles and store them.
The Persiststent effect wich repeatedly uses calldowns are what i have setup right now (it does not work however). randomly chosen offsets are okay too.
Selectable missiles are not necessary just being able to shoot them down with Gatling guns would suffice (or disabling them in a way). Missiles falling to the ground would be wicked cool.
Can calldowns have a artillery like arc?
I guess It's only AOE in the sense that i have serveral missiles each missile have a small impact radius and as such selecting a larger radius(ability start). Will make it less reliable damage but a larger zone. (zone control vs Damage).
0
Alright,First post here goes.
Im trying to create a Artillery barrage that works like this.
A Artillery barrage that launches as many missiles as Siloes can create so 10 siloes with 5 missiles on each creates creates 50 missiles raining down in a AOE.
Im imagining like this
Artiller Barrage (small) Rains down a barrage of missiles in a small area.
Artillery Barrale (medium). Raind down a barrage of missiles in a larger area).
The thought here is that Missiles have a travel time (properly visible on mini map too). And the more missile vs the smaller area the more damage the ability do, So dependent on stored missiles the ability can either do ALOT of Damage in a small radius or lesser damage spread out over more places. on top of that missiles should be able to be shot down. (by weapons designed to do this).
Ive tried the nuke approach but this seemed to complicate things.
So right now im contemplating something along the lines of
Ability "high Templar target effect" (search) (small)
Ability2 "high Templar target effect" (search) (medium)
Effect target "AOE Perodic ->Missile unit raining down (somehow i need to get a requirement inhere).
Damage Impact "missile damage"
Ive tried a fair bit of fiddling around but i decided to just erase all mentions of the ability and start over.
If somebody could point me in the right dirrect that would be much apriciated. (specifically im not entirely sure how the ammo mechanic works).
0
Hi, Sorry for Necroing, But im trying to make a custom race. and i can't for the love of me get the above trigger to work (and i it seems that it just spawns the default ID).
If anyone have more info on these things, and help is apriciated.
0
@DrSuperEvil: Go
Could you elaborate what the pro's and cons are of the two ways to do it?
0
@DrSuperEvil: Go
Could you clarify abit on that?
0
Thanks, i haven't used array's at all before, Il look into it!.
Posting back here when ive got it working.
And thanks again!
0
BAsically i want to edit a variable depending on a ability/player so.
Event Unit trains unit with ability "Ability here". :
Con Unit must have ability "This unit gave you money". :
Action Modify "p1income". +4 :
"p1income" is a integer variable.
I also have a "p2income" and "p3inc" ect,ect.
So if a unit have ability "income ability" then modify "p1income" variable of owner player1 +1
I hope im comming trough it's a bit messy, ive scoured all over and all i can find are records bank catalouges,script,ect and i can't really seem to find anything that lets me links the player to variable value..
So to irriate
Action Modify "player variable" equal to owner of last created unit "p1income" +4.
Hopefully somebody can understand what im meaning with this mess.