I am trying to make a damage reflect unit that deals a percentage of damage back to the unit/s that are attacking it. (Similar to Diablo III Damage reflect mobs)
I am assuming there is something in the damage response field in the behavior buff that would apply this effect correct? The question is, which one and what specifically does damage response refer to? The unit with the behavior or other units attacking it? Let's also assume this unit with the damage response does not actually have a weapon, it simply deals damage to targets that attack it.
Hello, I have a custom structure I've built and replaced its attack model to suite something I like. The structure has a range of 500. (I've created it to fire across the map if desired)
The model effect works when the unit is on screen but when you fire across the map the model effects don't work. Does anyone know how to edit the actor effects to get the model to fire across the screen? Essential the model is a lightning bolt missile effect. I haven't had much experience with actors so I'm unfamiliar with how to get this to work.
I have some custom structures I am using through the Build command on Terran SCV. Abilities and buttons are set. I even have the build time set on the custom structure set to a good 60 seconds. Yet everytime the SCV builds the structure it builds it instantly.
I have a hero unit in a MOBA style map that has a teleport ability. I want the unit to teleport across the map anywhere, but I want the teleport to take time and also have a cool graphic effect both from its source location and its destination so other players playing know that player is teleporting there. Is there an effect type in the data editor that would do something cool like this?
After the iterations which function or action would actually change the player #?
Here is what I came up with so far but I'm not really sure what would actually change the player #. Thanks for the help.
General - For each integer Players Integer from 1 to 14 with increment 1, do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Role Selection value for player Players Integer) == Ship Commander A Team 1
Then
I have figured out how to set the game attributes but which specific trigger actions modify player # values in the game? I couldn't find any specific trigger actions that access the player attributes to modify player #.
Part of the problem is there are certain triggers tied to certain players. I.E. Player 9, or 11. Those players have certain abilities based off of their hero selection, while other players don't even have a hero because they have a different role in the game. If you create the game how can you assign yourself automatically as player 9 or assign someone else as player 9? Im beginning to think there isn't a way to do that because sc2 assignment of players simply doesn't work that way.
So there is no way to change which player you are in the game lobby? How would you do it with triggers in game? Lets say player 9 is assigned to a specific role. If any player enters the game, he should be able to choose to be player 9 so he can get that role.
Is there a way to choose what player # you are in the game lobby? I have a custom game, hero battle, with 2 types of players on each side. There are a total of 6 human players and 2 computers on each side.
1 of the human players on each side has the option of playing a command ship or starcruiser, while the other 2 players has the option of choosing to control and command the bases and armies.
What I want to do is have the ability to choose, in the game lobby, where you are starting as. IE. Starting as player 4 which would be the right side of the map as the commander of the command ship or players 5 and 6 which control the bases and armies.
Not sure how to go about this. In Starcraft 1 it was simply a matter of moving your name around in the game lobby to the appropriate spot. I don't think it's that simple in SC2. I never had an issue with team placement until I created two unique types of players on each team. I.E. one that commands a single hero and 2 others that command bases only.
Both of those fields are correct. As I stated before, the time start works in the game. What doesn't work is the UPGRADE. The upgrade itself is supposed to modify the timestart and subtract 10 seconds each time you do the upgrade. It doesn't work and I am convinced it's a bug. I am wondering if anyone else has had this problem.
Here is an interesting problem. So I have an upgrade for one of my heros that is supposed to reduce the charge regen time for an ability. The ability has 4 total charges, and charges after 300 seconds. It works perfectly. I have an upgrade that is supposed to reduce the time start by 10 seconds. IT doesn't work! Crazy! I've tried dividing, multiplying, setting, adding, nothing seems to want to change that Cost- Charge Time Start.
Has anyone else ever noticed this weird thing? Seems like a total bug to me. I've been able to manipulate all kinds of aspects of the game with upgrades. This is a first for me.
0
I am trying to make a damage reflect unit that deals a percentage of damage back to the unit/s that are attacking it. (Similar to Diablo III Damage reflect mobs)
I am assuming there is something in the damage response field in the behavior buff that would apply this effect correct? The question is, which one and what specifically does damage response refer to? The unit with the behavior or other units attacking it? Let's also assume this unit with the damage response does not actually have a weapon, it simply deals damage to targets that attack it.
0
@DuckyTheDuck: Go
Thanks for the info! Yes it is a beam. I suppose I might try a missile model. Those probably will work better.
0
Hello, I have a custom structure I've built and replaced its attack model to suite something I like. The structure has a range of 500. (I've created it to fire across the map if desired)
The model effect works when the unit is on screen but when you fire across the map the model effects don't work. Does anyone know how to edit the actor effects to get the model to fire across the screen? Essential the model is a lightning bolt missile effect. I haven't had much experience with actors so I'm unfamiliar with how to get this to work.
0
I have some custom structures I am using through the Build command on Terran SCV. Abilities and buttons are set. I even have the build time set on the custom structure set to a good 60 seconds. Yet everytime the SCV builds the structure it builds it instantly.
How do you solve the build time problem?
0
I have a hero unit in a MOBA style map that has a teleport ability. I want the unit to teleport across the map anywhere, but I want the teleport to take time and also have a cool graphic effect both from its source location and its destination so other players playing know that player is teleporting there. Is there an effect type in the data editor that would do something cool like this?
0
@onlyleviathan: Go
After the iterations which function or action would actually change the player #?
Here is what I came up with so far but I'm not really sure what would actually change the player #. Thanks for the help.
General - For each integer Players Integer from 1 to 14 with increment 1, do (Actions) Actions General - If (Conditions) then do (Actions) else do (Actions) If (Role Selection value for player Players Integer) == Ship Commander A Team 1 Then
0
@FunkyUserName: Go
That works!
0
I have just now noticed this in the game variants. Anyone know what the player logo index does? It seems like a new feature. I haven't seen it before.
0
@FunkyUserName: Go
I have figured out how to set the game attributes but which specific trigger actions modify player # values in the game? I couldn't find any specific trigger actions that access the player attributes to modify player #.
0
@FunkyUserName: Go
Yes,
Part of the problem is there are certain triggers tied to certain players. I.E. Player 9, or 11. Those players have certain abilities based off of their hero selection, while other players don't even have a hero because they have a different role in the game. If you create the game how can you assign yourself automatically as player 9 or assign someone else as player 9? Im beginning to think there isn't a way to do that because sc2 assignment of players simply doesn't work that way.
0
@hobbidude: Go
So there is no way to change which player you are in the game lobby? How would you do it with triggers in game? Lets say player 9 is assigned to a specific role. If any player enters the game, he should be able to choose to be player 9 so he can get that role.
0
Is there a way to choose what player # you are in the game lobby? I have a custom game, hero battle, with 2 types of players on each side. There are a total of 6 human players and 2 computers on each side.
1 of the human players on each side has the option of playing a command ship or starcruiser, while the other 2 players has the option of choosing to control and command the bases and armies.
What I want to do is have the ability to choose, in the game lobby, where you are starting as. IE. Starting as player 4 which would be the right side of the map as the commander of the command ship or players 5 and 6 which control the bases and armies.
Not sure how to go about this. In Starcraft 1 it was simply a matter of moving your name around in the game lobby to the appropriate spot. I don't think it's that simple in SC2. I never had an issue with team placement until I created two unique types of players on each team. I.E. one that commands a single hero and 2 others that command bases only.
Anyone know how to accomplish this task?
0
@TyaStarcraft: Go
Both of those fields are correct. As I stated before, the time start works in the game. What doesn't work is the UPGRADE. The upgrade itself is supposed to modify the timestart and subtract 10 seconds each time you do the upgrade. It doesn't work and I am convinced it's a bug. I am wondering if anyone else has had this problem.
0
Here is an interesting problem. So I have an upgrade for one of my heros that is supposed to reduce the charge regen time for an ability. The ability has 4 total charges, and charges after 300 seconds. It works perfectly. I have an upgrade that is supposed to reduce the time start by 10 seconds. IT doesn't work! Crazy! I've tried dividing, multiplying, setting, adding, nothing seems to want to change that Cost- Charge Time Start.
Has anyone else ever noticed this weird thing? Seems like a total bug to me. I've been able to manipulate all kinds of aspects of the game with upgrades. This is a first for me.
0
@TyaStarcraft: Go
That seemed to do the trick. Thanks!