Due to my lack of extreme knowledge of all of the effects in the data editor, I would have to suggest going to triggers yet again. But i'm sure there is a way to set it up, in fact, I think there are units in the campaign that have critical strike. But in the meantime, you can trigger the entire ability, when <unit> attack, <insert your chance function> have <unit> deal <X> damage to attacked unit.
Again, i'm more than sure this can be done with the data editor, but I offer a temporary solution.
I'll see what I can find and get back to you if I find a better solution.
Generally the detector option in that field will give you the yellow text there. If your behavior is the only one there then check the behavior itself for the UI text.
You can trigger that text to appear over the units head. As far as an event, possibly something alone the lines of when a unit is attacked and then add the conditions checking if the unit has the behavior or whatnot on it. I don't think there is another way to do this without triggers.
i'll try to work on that vampiric aura thing first, so i have a question..
is it possible to change that leach fraction effect based on a behaviour thats carried my an item? it still would have to be an aura, so probably that value has to be reset to 0 if the aura isnt in range anymore.. hmm
Not sure. I forgot about the aura part. Hopefully someone can give you a clear cut answer about the leach fraction, my guesses won't help any.
But if you do wind up using a trigger of some sort, you can create a dummy buff/aura and trigger the effect based on units with the buff on them, or use a event based on if a unit gets in range of unit Z, where unit Z is your hero.
Wow I never thought of changing the height of the unit missile itself, I had the same issue as the OP. For some reasons I thought it had to do with the mover.
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@PatchOne: Go
Due to my lack of extreme knowledge of all of the effects in the data editor, I would have to suggest going to triggers yet again. But i'm sure there is a way to set it up, in fact, I think there are units in the campaign that have critical strike. But in the meantime, you can trigger the entire ability, when <unit> attack, <insert your chance function> have <unit> deal <X> damage to attacked unit.
Again, i'm more than sure this can be done with the data editor, but I offer a temporary solution. I'll see what I can find and get back to you if I find a better solution.
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@z0rgy: Go
On the unit looks for the Stats - Facing field. You can adjust the in game angle from here.
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@Khalanil1: Go
Generally the detector option in that field will give you the yellow text there. If your behavior is the only one there then check the behavior itself for the UI text.
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@Khalanil1: Go
There is a data field on the unit called Behavior - Behaviors - Behavior, remove the detector option from this field.
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@Tekaichi: Go
Most of the process is the same more or less, just it's much more complex in SC2 to setup. I recmend a tutorial such as :
http://rpg-exploiters.com/guides-strategies/starcraft-2-galaxyedit-complete-hero-tutorial/
(Step 8 covers abilities)
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@Tekaichi: Go
You going to need to give us more information then "lean ability". Are you trying to simply give a unit an ability or make a hero type unit?
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@Circulation: Go
Have you looked at the Mover tutorial on this site? It may give you a direction in which to start.
http://forums.sc2mapster.com/resources/tutorials/4855-data-customized-movers-advanced-difficulty/#posts
(Also have you thought of using the Phoenix mover as a base? It's mover is somewhat of an ellipse. )
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@PatchOne: Go
Why don't you set the trigger to if <enemy unit does damage> != then display text, and the action would be when your unit type is attacked.
So in short, if your hero is being attacked, it checks if it takes damage, if it returns false then display text.
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@PatchOne: Go
You can trigger that text to appear over the units head. As far as an event, possibly something alone the lines of when a unit is attacked and then add the conditions checking if the unit has the behavior or whatnot on it. I don't think there is another way to do this without triggers.
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@nelsencaleb: Go
If you are having trouble with basics, you should read a tutorial, there are many good ones out there. I'll link you a few.
(Also just to note, you are getting the black blobs because your actor model is not linked properly).
http://starcraft.incgamers.com/forums/showthread.php?t=3806
http://rpg-exploiters.com/guides-strategies/starcraft-2-galaxyedit-tutorial-creating-your-first-unit/
http://segmentnext.com/2010/10/04/how-to-create-starcraft-2-custom-units/
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@Reaper872: Go
Try a tutorial.
http://starcraft.incgamers.com/forums/showthread.php?t=3806
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@PatchOne: Go
Cool, glad you got it.
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When you say "latter", you mean?
In any case, I was referring to making a new weapon from the 1st tutorial and then and changing the way it works using the 2nd.
I'll link you a few more decent tutorials here:
http://www.gamefront.com/how-to-create-a-starcraft-2-custom-unit/#Your%20Weapon
(A whole unit from scratch, very handy as well, great for understanding the basic data editor)
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Not sure. I forgot about the aura part. Hopefully someone can give you a clear cut answer about the leach fraction, my guesses won't help any.
But if you do wind up using a trigger of some sort, you can create a dummy buff/aura and trigger the effect based on units with the buff on them, or use a event based on if a unit gets in range of unit Z, where unit Z is your hero.
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@Vexal: Go
Wow I never thought of changing the height of the unit missile itself, I had the same issue as the OP. For some reasons I thought it had to do with the mover.