i have a question. do Pdd's effect a projectile by a damage amount? such as a marine attack. reason i ask is because i found this information:
Field Weapon - Punisher Grenades Stats: Life Maximum 10
If the Pdd does 10 damage to a projectile it techincally kills it. IFF this is true, then increaseing the projectiles life to say 20 then the pdd' uses 2shots to kill it?
Reason i ask is because i have herd of people asking how to depleate a pdd faster. if the above is true then its REALLY easy to fix. just make the health of a projectile to say 100so the pdd takes 10shots to kill it. lol
Field PunisherGrenadesWeapon (Unnamed)
Movement: Timeout 30
this means that the projectile from a marauder will travel for 30seconds before it disappears. if you want it to travel a rediculas amount like across the entire map set this to like 1000 seconds, lol. If you have problems with it hitting the target just double click on the projectiles name and 'copy from:' and pick one. oh and this under movers information.
Quote from DrSuperEvil:
Look, everyone wants a certain unique style to their map. If he want to check that there are 3 empty queue slots each time he can click the button there is no problem.
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probably as close as you can get to a turn base system with-out using any triggers. it also adds in a different stratagy to the game when you have to factor in your units can not move unlimited range.
thank you for the suggestions, here is what i ended up with:
Effect - Instant : autocast on, validators: Field Move Cost Ability: Validator 0 Is Pathing -- Ability: Validator 1 Has Energy. Cost:energy.
so now when a unit moves (pathing) it spends energy. :D.
but how to make it stop when it has none... this is what i came up with on that.
Effect - Instant: autocast on, validators: Field Move Stop Ability: Validator 0 Caster Energy LT1. Effects:Apply Behavior.
Behavior:Disable 'move' ability.
Works pretty good just have to work with the numbers to how fast i want it to spend the energy and figure out how much energy to give to a unit.
EG:Scv gets 50energy, when it has no it stops. could make for an interesting game. :D
might have figured it out but does anyone know what this validator does or how it works? "Is Pathing" it seems closest to a unit 'moving' validator i can find.
@Bommes:
want it like an Effect - Instant ability instead of creating a unit.
what i was wondering is if you can make the ability to move come at a cost? the idea is, every map in SC2 has a placement grid built in already, is there a way to depleate 10engergy for ever square of movement?
Think he wants to see them in the queue as well and not as a bulk train.
<</quote>>
hmmmm... can you stack buttons in the data editor? lol.. click the top one and the bottom to also fire? idk about that. but to train 3 units at the same time you just need to increase the Que command to 3 instead of 1. Field Queue (5)
Stats: Queue Count 1 <---change to 2,3,4,5..ect on how many units you want to build at the same time... however you get 3 units at the same time, the only thing is what you want to click. lol.
i know what he is talking about, i too have a map that in the end stages of it there are well over 500+ units on the board at the same time. as far as the shadows go, you can go into Map Propeties and select Options tab. there is a field that says "Static Shadow Intensity:" change this to 0 to get rid of shadows. dont know if it will help but its an option.
Edit: question: is there a way you can remove the anamations from a unit? if so that would greatly help reduce lag being less would have to be processed. personally i dont know how to do that if even possible.
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i have a question. do Pdd's effect a projectile by a damage amount? such as a marine attack. reason i ask is because i found this information: Field Weapon - Punisher Grenades Stats: Life Maximum 10 If the Pdd does 10 damage to a projectile it techincally kills it. IFF this is true, then increaseing the projectiles life to say 20 then the pdd' uses 2shots to kill it? Reason i ask is because i have herd of people asking how to depleate a pdd faster. if the above is true then its REALLY easy to fix. just make the health of a projectile to say 100so the pdd takes 10shots to kill it. lol
0
@Fullachain:
Field PunisherGrenadesWeapon (Unnamed)
Movement: Timeout 30
this means that the projectile from a marauder will travel for 30seconds before it disappears. if you want it to travel a rediculas amount like across the entire map set this to like 1000 seconds, lol. If you have problems with it hitting the target just double click on the projectiles name and 'copy from:' and pick one. oh and this under movers information.
0
Quote from DrSuperEvil:
Look, everyone wants a certain unique style to their map. If he want to check that there are 3 empty queue slots each time he can click the button there is no problem.
----
its all good, just offering suggestions. :D
0
probably as close as you can get to a turn base system with-out using any triggers. it also adds in a different stratagy to the game when you have to factor in your units can not move unlimited range.
0
@DrSuperEvil:
@Bommes:
@xxxDisturbedxxx:
thank you for the suggestions, here is what i ended up with:
Effect - Instant : autocast on, validators: Field Move Cost Ability: Validator 0 Is Pathing -- Ability: Validator 1 Has Energy. Cost:energy.
so now when a unit moves (pathing) it spends energy. :D.
but how to make it stop when it has none... this is what i came up with on that.
Effect - Instant: autocast on, validators: Field Move Stop Ability: Validator 0 Caster Energy LT1. Effects:Apply Behavior.
Behavior:Disable 'move' ability.
Works pretty good just have to work with the numbers to how fast i want it to spend the energy and figure out how much energy to give to a unit.
EG:Scv gets 50energy, when it has no it stops. could make for an interesting game. :D
0
@tdhsst:
might have figured it out but does anyone know what this validator does or how it works? "Is Pathing" it seems closest to a unit 'moving' validator i can find.
@Bommes:
want it like an Effect - Instant ability instead of creating a unit.
0
Quote from Doubleclick123:
Find the ability, add energy cost. Or if you want, get all triggery about it...
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there is no field box for Cost on the ability...
anyone know how to make--Field MoveAbility:NameMove into a FieldMarine - StimpackAbility: Name Stimpack ability?
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what i was wondering is if you can make the ability to move come at a cost? the idea is, every map in SC2 has a placement grid built in already, is there a way to depleate 10engergy for ever square of movement?
0
@xXdRaGoNrIdDeRXx:
if it works ok, but what i listed is not an edit to any validator, lol.
0
@Bilxor
try removing this data....
Field Marine
Tech Tree: Glossary Priority 21
set it to 0 and see what it does? i dont know never done it, lol.
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@xKennyx21:
From a data thread... no triggers needed.
XdRaGoNrIdDeRXx:
all you need is autocast on and the validator that is built in already.... 'Is Hatchery, lair, hive" and thats all you need.
Field Is Hatchery Lair Or Hive
Editor: Editor Name Is Hatchery Lair Or Hive
----
0
@xXdRaGoNrIdDeRXx:
all you need is autocast on and the validator that is built in already.... 'Is Hatchery, lair, hive" and thats all you need.
Field Is Hatchery Lair Or Hive
Editor: Editor Name Is Hatchery Lair Or Hive
0
<<quote 909862>>
<<reply 907760>>
Think he wants to see them in the queue as well and not as a bulk train.
<</quote>>
hmmmm... can you stack buttons in the data editor? lol.. click the top one and the bottom to also fire? idk about that. but to train 3 units at the same time you just need to increase the Que command to 3 instead of 1. Field Queue (5)
Stats: Queue Count 1 <---change to 2,3,4,5..ect on how many units you want to build at the same time... however you get 3 units at the same time, the only thing is what you want to click. lol.
0
i know what he is talking about, i too have a map that in the end stages of it there are well over 500+ units on the board at the same time. as far as the shadows go, you can go into Map Propeties and select Options tab. there is a field that says "Static Shadow Intensity:" change this to 0 to get rid of shadows. dont know if it will help but its an option.
Edit: question: is there a way you can remove the anamations from a unit? if so that would greatly help reduce lag being less would have to be processed. personally i dont know how to do that if even possible.
0
wow you have Reputation: 111Posts: 101.. guess what you have to say people really "like" being you got more likes than posts. lol