Using stacking behaviors was actually one of the first things I tried but because the behaviors didn't stack I quickly discarded the idea. However, I didn't think of looking for a flag that handles the amount of stacks. That's actually exactly what I need.
I need several different units to change their attack damage during the course of the game. The damage needs to scale from about 1 to 10000 in steps of 1 damage at a time. The damage increase also needs to be specific to a single unit and not affect all units on the map. (i.e. some Marines on the map should be able to deal 17 damage while others need to do 3845).
The way I see it, because of the sheer amount of incremental damage increases I can not use the data editor because that would require to create several thousand weapons/effects. Sadly there is no action in the Trigger Editor that sets a unit's damage to a specific value. And neither using upgrades nor changing the catalog field values for the individual damage effects via trigger does what I am looking for because both approaches affect all units of a certain unit type.
I'd appreciate if you have any ideas or suggestions on how to solve this.
cheers
PS: I not only want to increase the damage of individual units but also separately change their attack range, attack speed and armor within a very high range. I'd be really grateful for any help concerning any of these problems.
I know the issue of LOS blockers for air units has been raised in the past but despite finding several threads concerning this problem I could not find an answer. One approach I could find was to create a footprint that blocks LOS. However, it only blocks the LOS of ground units. Or is there a way to expand it to air units as well?
An alternative method would be to set the LOS of all units to 0 and use dummy units with LOS and no collision below the air units and prevent them from getting too close to the region that shouldn't be revealed. But that wouldn't work for my map.
What could work is if it was somehow possible to prevent a player from revealing a certain part of the map altogether, even if he has units in it. But I doubt that that's possible.
Thanks for your reply, but I'm afraid that's not what I was looking for.
I probably didn't explain it in great detail, so just to clarify: I have a unit (actually a building) that can't move and has several abilities. All of them are of the type Effect – Target, can target the ground and have a very high range which allows them to target basically every point on the map. However, I need to restrict the areas that can be targeted. Each ability has different location which you can target with it but some do overlap.
Put differently, I want the abilities not to work if the player targets an area that he is not supposed to target.
I need some help with restricting several abilities to certain map locations. All abilities are Instant - Target abilities that can target the ground. But I want them only to work if the player targets the ground in a specific area. e.g: A scanner sweep that you should only be able to use to reveal a certain location of the map. I tried both validators and triggers but none of my attempts worked the way I wanted to.
Thanks for the quick reply. Triggering Effect Unit works perfectly but the event has to be Effect Used instead of Unit Is Created. I've been trying to do this for quite a long time but somehow overlooked Triggering Effect Unit. Thanks a lot.
I have a problem concerning summoned units (e.g.: hallucinations): I need to issue one of several orders to the hallucination based on the unit group the Sentry is in. But I can't find a way to access both the Sentry that cast the hallucination and the hallucination itself in one trigger. If I use “Unit Uses Ability” the Sentry is the “Triggering Unit” but there is no parameter for the created hallucination. If the event is “Unit Is Created” or “Unit Enters Region” I can recall the hallucination but not the Sentry. I have the same problem when an Infestor creates infested Terrans or an Archon is merged from two Templars. I can't refer to the creator and the created unit at the same time. Any ideas on how to solve this?
The units I'm using are for the most part regular SC2 units with their usual abilities. However, the only abilities they cast are autocast abilities like Zealot - Charge or Medivac - Heal. I thought about ordering the units via trigger to use their abilities but that would probably cause a lot of lags because of the number of units on the map and the frequency at which they have to cast their spells. I also had a look at attack waves: they do work but the units don't cast their abilities often enough. What I'm going to do now is modify all the abilities so that they can be autocast and use validators to regulate when units should use them. This is quite a bit of work but nothing else seems to give the result I'm looking for.
Unless someone has another idea (which I would be grateful for), I'm going to mark this thread as solved.
I need the units controlled by a computer player to move to a specific location and attack all enemies on the way. The problem is that they just attack and don't use their abilities (like they did in Warcraft 3). Right now I issue an "attack" command but I've also tried "patrol" and "scan-move" but nothing works. What command do I have to use to make them cast their spells? Or do I need to initialize an AI (which I've also tried without success)?
Is it possible for a button to have multiple hotkeys and, if so, how?
How do I make a unit not lose energy when it uses an ability that costs energy? The ability should still show the actual energy cost but the unit shouldn't lose any energy on activation (or while the ability is active).
0
Using stacking behaviors was actually one of the first things I tried but because the behaviors didn't stack I quickly discarded the idea. However, I didn't think of looking for a flag that handles the amount of stacks. That's actually exactly what I need.
Thank you very much! :D
0
Hi,
I need several different units to change their attack damage during the course of the game. The damage needs to scale from about 1 to 10000 in steps of 1 damage at a time. The damage increase also needs to be specific to a single unit and not affect all units on the map. (i.e. some Marines on the map should be able to deal 17 damage while others need to do 3845). The way I see it, because of the sheer amount of incremental damage increases I can not use the data editor because that would require to create several thousand weapons/effects. Sadly there is no action in the Trigger Editor that sets a unit's damage to a specific value. And neither using upgrades nor changing the catalog field values for the individual damage effects via trigger does what I am looking for because both approaches affect all units of a certain unit type. I'd appreciate if you have any ideas or suggestions on how to solve this.
cheers
PS: I not only want to increase the damage of individual units but also separately change their attack range, attack speed and armor within a very high range. I'd be really grateful for any help concerning any of these problems.
0
Hi,
Is there a way to block the LOS of air units?
I know the issue of LOS blockers for air units has been raised in the past but despite finding several threads concerning this problem I could not find an answer. One approach I could find was to create a footprint that blocks LOS. However, it only blocks the LOS of ground units. Or is there a way to expand it to air units as well?
An alternative method would be to set the LOS of all units to 0 and use dummy units with LOS and no collision below the air units and prevent them from getting too close to the region that shouldn't be revealed. But that wouldn't work for my map.
What could work is if it was somehow possible to prevent a player from revealing a certain part of the map altogether, even if he has units in it. But I doubt that that's possible.
Anyway, I hope you can help me.
0
Thanks a lot. That works like a charm. :)
0
Thanks for your reply, but I'm afraid that's not what I was looking for.
I probably didn't explain it in great detail, so just to clarify: I have a unit (actually a building) that can't move and has several abilities. All of them are of the type Effect – Target, can target the ground and have a very high range which allows them to target basically every point on the map. However, I need to restrict the areas that can be targeted. Each ability has different location which you can target with it but some do overlap.
Put differently, I want the abilities not to work if the player targets an area that he is not supposed to target.
I'd appreciate any help.
0
Hi,
I need some help with restricting several abilities to certain map locations. All abilities are Instant - Target abilities that can target the ground. But I want them only to work if the player targets the ground in a specific area. e.g: A scanner sweep that you should only be able to use to reveal a certain location of the map. I tried both validators and triggers but none of my attempts worked the way I wanted to.
Any ideas on how to solve this?
0
0
Hey Chicks 531 ;)
Thanks for the quick reply. Triggering Effect Unit works perfectly but the event has to be Effect Used instead of Unit Is Created. I've been trying to do this for quite a long time but somehow overlooked Triggering Effect Unit. Thanks a lot.
Problem solved.
0
Hi,
I have a problem concerning summoned units (e.g.: hallucinations): I need to issue one of several orders to the hallucination based on the unit group the Sentry is in. But I can't find a way to access both the Sentry that cast the hallucination and the hallucination itself in one trigger. If I use “Unit Uses Ability” the Sentry is the “Triggering Unit” but there is no parameter for the created hallucination. If the event is “Unit Is Created” or “Unit Enters Region” I can recall the hallucination but not the Sentry. I have the same problem when an Infestor creates infested Terrans or an Archon is merged from two Templars. I can't refer to the creator and the created unit at the same time. Any ideas on how to solve this?
0
I was actually looking for something as simple as turning a flag on or off but this works just as well. Thanks.
I'm still looking for an answer to question 1.
0
Tanks for the replies, they helped a lot.
The units I'm using are for the most part regular SC2 units with their usual abilities. However, the only abilities they cast are autocast abilities like Zealot - Charge or Medivac - Heal. I thought about ordering the units via trigger to use their abilities but that would probably cause a lot of lags because of the number of units on the map and the frequency at which they have to cast their spells. I also had a look at attack waves: they do work but the units don't cast their abilities often enough. What I'm going to do now is modify all the abilities so that they can be autocast and use validators to regulate when units should use them. This is quite a bit of work but nothing else seems to give the result I'm looking for.
Unless someone has another idea (which I would be grateful for), I'm going to mark this thread as solved.
0
Hi,
I need the units controlled by a computer player to move to a specific location and attack all enemies on the way. The problem is that they just attack and don't use their abilities (like they did in Warcraft 3). Right now I issue an "attack" command but I've also tried "patrol" and "scan-move" but nothing works. What command do I have to use to make them cast their spells? Or do I need to initialize an AI (which I've also tried without success)?
I hope you can help me.
0
Hi,
I have two (simple) questions:
Thanks in advance for your help.