So I tried using that field you specified but it didn't actually increase the bounty xp of the unit, at least not when I used a unit with a veterancy behavior to kill it. So I did what I was trying to accomplish the hard way and modified the Kill XP bonus field which just gives what ever number you specified as additional xp when the unit with the behavior is killed. I wanted to use some kind of multiplier because I had many different units I wanted to use this for. Maybe I missed something. If you can think of what they may have been I'd love to know.
Just got around to looking into this. I went to the Texture Select by Id method under the event tabs of the actor and there is not an obvious replacement texture for the Void Ray beam texture nor does it give me the option to change the color of the texture.
I am making a buff behavior and I am trying to make it increase the bounty XP of the unit its applied to. However No of the XP fields give any description of what they do or how they work and google, in what I am noticing is a pattern rarely has useful information on some of the more obscure parts of the SC2 editor. Anyway, I digress, I'm trying to increase the bounty XP of the unit this buff will be applied to by 300%.
So I have an ability that fires a beam using the Void Ray Attack Beam and I want it to be yellow. When I use the actor event set tint color to tint it yellow, because the beam is blue by default I end up with a green beam.
Not sure if this belongs here or in the trigger forum. I'm putting it here because the triggers in question don't mention the player inventory so in theory should not affect them.
The problem is, when a player unit steps on a warp beacon a trigger runs that moved them to the designated warp point. Upon arrival the unit drops anything in its inventory. Again the triggers don't mess with the inventory and I've gone through every part of the inventory system in the data editor and can't find any reason why it would drop items in this manor.
Actually I figured out it was something else. Because there is a trigger to respawn units that have been killed on the map, the trigger to respawn this unit was being run as well. The SC2 editor will run triggers for units that die, even if the event specifies a specific unit, or unit from a unit group. If you don't put in a condition as well specifying the unit again, the trigger will run anyway.
Well this trigger is meant to run exactly once and only once. The event that triggers this trigger is when a unit, of which there is one of on the map and no more of the unit are ever created, reaches a specific veterancy level.
Edit: By moving the setting of the variable into its own trigger, I consistently get the unit to spawn in only 1 location, however, the trigger spawns 10 units at the chosen location instead of the specified 1.
So I as the title says I am trying to create a specific unit at 1 of 8 points that the game choses at random. The unit spawns and everything appears to run correctly along with everything else the trigger is meant to do. The problem is no matter how I set it up, I get random amounts of the unit at each point. Well I say random, but that's not entirely the case. The number spawned at each point remains the same on each test no matter how I've set it up, its just the number spawned at each is not the same.
The trigger flow I have goes basically as follows:
Variable - Set *Variable* = (Random integer between 1 and 8)
General - If then else
If
*Variable* == 1
Then
Unit - Create 1 *Unit* for Player at *Point 1*
Unit Group - Add (Last Created Unit) to *Unit Group*
Additional Trigger things
Trigger -Stop all instances of *trigger*
The If then Else repeats for all 8 points. I've tried nesting and un-nesting them. Not really sure what could be the issue at this point.
Edit: Tried using a switch to accomplish the same goal with basically the same result.
Well that didn't work, and now I'm head desking.... I set the impact effect of the launch effect to the damage effect, and set the ability to the launch effect, so it's only doing the launch effect which is doing the damage effect, and it's still not damaging anything... Does anyone have a map or know of a map that is doing something similar that I can look at? I'd link my map, but I don't want a public version of it out atm, and duplicating this problem is a feat in and of it self.
Edit: As it stands now, I went through and deleted all the effects. I then duplicated the Yamato Blast and modified everything to use the actors and do the damage I want. The problem now, that the ability doesn't do the amount of damage specified.
It does the scaled damage of the attribute that scales ability damage, but not that actual combat amount. I tried setting the combat attribute factor to 100% for all types, but that just instant killed the target. I then tried to set it to 10% which still instant killed the target. I set the Attribute bonuses all to 100 and got the basically no damage again.
I can get around this by using a trigger, any ideas why it won't do the damage effect? If not, anyone know how to do a splash area via triggers?
Ok, after some thought went back and changed it up a little. Created 2 behaviors.
The 1st has it's periodic effect set to the search area effect with a period count of 1 with 6 period counts.
The 2nd is just a hidden buff to be used a validator with a duration of 3.
The search area effect does a set effect with the damage and apply behavior.
The damage effect has a validator set to check for the buff applied by search area effect
The Launch effect is used to fire the beam, no effects attached to it.
No damage is visibly done to any unit.
Edit: I increased the mover timeout to 6, the period count of the damage behavior to 60 and the duration to .1 and still no damage to any unit.
The Launch Missile Effect has the persistent effect as it's Launch Effect. The Persistent effect uses the search area as its periodic effect. The Search Area has the damage effect set to it's effect. The damage effect is where I put the same validator that the Hellion uses which is "No Markers."
Went through and set up all the effects exactly like the hellion with the exception of the amount of damage and the radius. It still hits allied units too many times, but it doesn't even do damage to enemy units, and it still only damages the allied units the 1st time the ability is used...
0
The tutorial you linked is incredibly outdated.
0
So I tried using that field you specified but it didn't actually increase the bounty xp of the unit, at least not when I used a unit with a veterancy behavior to kill it. So I did what I was trying to accomplish the hard way and modified the Kill XP bonus field which just gives what ever number you specified as additional xp when the unit with the behavior is killed. I wanted to use some kind of multiplier because I had many different units I wanted to use this for. Maybe I missed something. If you can think of what they may have been I'd love to know.
0
Just got around to looking into this. I went to the Texture Select by Id method under the event tabs of the actor and there is not an obvious replacement texture for the Void Ray beam texture nor does it give me the option to change the color of the texture.
0
I am making a buff behavior and I am trying to make it increase the bounty XP of the unit its applied to. However No of the XP fields give any description of what they do or how they work and google, in what I am noticing is a pattern rarely has useful information on some of the more obscure parts of the SC2 editor. Anyway, I digress, I'm trying to increase the bounty XP of the unit this buff will be applied to by 300%.
0
So I have an ability that fires a beam using the Void Ray Attack Beam and I want it to be yellow. When I use the actor event set tint color to tint it yellow, because the beam is blue by default I end up with a green beam.
0
How would you set that up? Google, surprisingly, didn't turn up any useful information on teleport effects in the SC2 editor.
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Not sure if this belongs here or in the trigger forum. I'm putting it here because the triggers in question don't mention the player inventory so in theory should not affect them.
The problem is, when a player unit steps on a warp beacon a trigger runs that moved them to the designated warp point. Upon arrival the unit drops anything in its inventory. Again the triggers don't mess with the inventory and I've gone through every part of the inventory system in the data editor and can't find any reason why it would drop items in this manor.
0
Actually I figured out it was something else. Because there is a trigger to respawn units that have been killed on the map, the trigger to respawn this unit was being run as well. The SC2 editor will run triggers for units that die, even if the event specifies a specific unit, or unit from a unit group. If you don't put in a condition as well specifying the unit again, the trigger will run anyway.
0
Putting a Boolean condition on it seems to have worked. No idea why it was looping to run 10 times without the condition.
0
Well this trigger is meant to run exactly once and only once. The event that triggers this trigger is when a unit, of which there is one of on the map and no more of the unit are ever created, reaches a specific veterancy level.
Edit: By moving the setting of the variable into its own trigger, I consistently get the unit to spawn in only 1 location, however, the trigger spawns 10 units at the chosen location instead of the specified 1.
0
So I as the title says I am trying to create a specific unit at 1 of 8 points that the game choses at random. The unit spawns and everything appears to run correctly along with everything else the trigger is meant to do. The problem is no matter how I set it up, I get random amounts of the unit at each point. Well I say random, but that's not entirely the case. The number spawned at each point remains the same on each test no matter how I've set it up, its just the number spawned at each is not the same.
The trigger flow I have goes basically as follows:
Variable - Set *Variable* = (Random integer between 1 and 8)
General - If then else
If
*Variable* == 1
Then
Unit - Create 1 *Unit* for Player at *Point 1*
Unit Group - Add (Last Created Unit) to *Unit Group*
Additional Trigger things
Trigger -Stop all instances of *trigger*
The If then Else repeats for all 8 points. I've tried nesting and un-nesting them. Not really sure what could be the issue at this point.
Edit: Tried using a switch to accomplish the same goal with basically the same result.
0
@QuantumMenace: Go
Well that didn't work, and now I'm head desking.... I set the impact effect of the launch effect to the damage effect, and set the ability to the launch effect, so it's only doing the launch effect which is doing the damage effect, and it's still not damaging anything... Does anyone have a map or know of a map that is doing something similar that I can look at? I'd link my map, but I don't want a public version of it out atm, and duplicating this problem is a feat in and of it self.
Edit: As it stands now, I went through and deleted all the effects. I then duplicated the Yamato Blast and modified everything to use the actors and do the damage I want. The problem now, that the ability doesn't do the amount of damage specified.
It does the scaled damage of the attribute that scales ability damage, but not that actual combat amount. I tried setting the combat attribute factor to 100% for all types, but that just instant killed the target. I then tried to set it to 10% which still instant killed the target. I set the Attribute bonuses all to 100 and got the basically no damage again.
I can get around this by using a trigger, any ideas why it won't do the damage effect? If not, anyone know how to do a splash area via triggers?
0
Ok, after some thought went back and changed it up a little. Created 2 behaviors. The 1st has it's periodic effect set to the search area effect with a period count of 1 with 6 period counts. The 2nd is just a hidden buff to be used a validator with a duration of 3. The search area effect does a set effect with the damage and apply behavior. The damage effect has a validator set to check for the buff applied by search area effect The Launch effect is used to fire the beam, no effects attached to it. No damage is visibly done to any unit.
Edit: I increased the mover timeout to 6, the period count of the damage behavior to 60 and the duration to .1 and still no damage to any unit.
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@DrSuperEvil: Go
The Launch Missile Effect has the persistent effect as it's Launch Effect. The Persistent effect uses the search area as its periodic effect. The Search Area has the damage effect set to it's effect. The damage effect is where I put the same validator that the Hellion uses which is "No Markers."
0
@DrSuperEvil: Go
Went through and set up all the effects exactly like the hellion with the exception of the amount of damage and the radius. It still hits allied units too many times, but it doesn't even do damage to enemy units, and it still only damages the allied units the 1st time the ability is used...