I've found something very, very interesting!!! :D:D:D:D
I was wishing to make the AI Heroes buy on shopping...
Well,I've got something like that. I have 4 different shops because I have 4 bases. One of this shops, always created one certain item that always was problematic(When I started with the Editor almost a year ago). Then it dies itself. Well, I've tried to put this shop near some place when I test the heroes and Voila.. It's giving them the item. The problem is I don't know how exactly it's happening. (And the unit that receive the item dies some seconds after(problematic item).
I think it's the ability the shop has. Training ability, with some AI intel. Also I think about the damage effect the item has, seems the data tactics produce the item because it could damage the enemies.
But no idea on how to expand this to another items and shops.
Using the Tactic AI Data, I'm already able to make my AI heroes to use the abilities that they have. (The Shop uses a variation of the Terran Large House).
The bigger issue it's because only the player 4 do this(Owner of the 4's base units).
(The Shop uses a variation of the Terran Large House - unit).
Odds are it is spending the shop owning player's resources to train and your item has a AI - Tactical AI Function field that is set to the same as some other unit.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
So, maybe could I set something like that for all the items I want the Shop give to the Heroes? And it explains why it happens with one of the shops only.
Well, I didn't find how exactly it was happening. (Why only player 4, and only one item...Couldn't find the 'link' - And was using the TestSell ability).
But using the Tactical Ai Data, I could make all my shops for all players to provide the items(Re-creating the ability for the shop).
Now I need one more thing. Talking about the training ability, would exist a way to make it be triggered by a hero is near? I mean, the build remains stopped and when a hero comes near, it triggers the ability and training units?
Because right now, my shops are producing a lot of the items, even without near heroes to receive it. ( I couldn't set prices yet, because need to filter the 'giving' stage first).
Use a Buff behaviour on the training unit that is disabled by an Enumerate Area validator that uses a periodic Issue Order effect on the caster to train the desired unit (a Set effect and multiple Issue Order effects are needed for more mixed armies).
You looked at OneTwoSC's video tutorials about how to make heroes and shops with items?
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Hey Sir, I've realized about some things. I always wanted to create a behavior that change the owner of a unit while a hero is near it. (I think to use it with the shop and another unit I'm planning to do. How could I do this?
And I could make the shop produce the item for the hero, when it is near. Very hard but very cool too. (I'm enjoying it a lot). But there is a way to set the validator for this only when the near hero is controlled by AI?
About the video tutorial, I have it but not got to work on items itself yet. And I have the map tutorial for this too. (Very cool).
Sinple solution is you give the unit to change ownership a Buff behaviour that uses a periodic Search Area effect with max 1 unit that when it finds a valid target unit sorted by range uses an Apply Behavior effect on the caster. The Apply Behavior effect adds a second buff that changes ownership and uses the reference effect fields to use the target of the Search Area as the aquire player and player values. This second buff also uses a periodic Issue Order effect on itself to spawn the items.
The first buff is disabled when the second buff is on via a Unit Compare Behavior Count validator and the second is removed iva a Enumerate Area validator that checks to see if there is more than one unit owned by the player within a certain area.
Well, I've tried something like that. But my try, made my hero got changed the owner :(
How exactly is the part that control what unit will change the owner? This part I didn't understood. :(
It works in a similar way to the Changeling's change in team colour. That uses a buff that has a search area effect which then uses a switch effect on the target that does the validation for race before using a modify unit effect on the caster that references the switch effect's target.
In your case instead of using a switch effect and modify unit effect you are applying a neural parasite like buff to the caster. The difference is that instead of changing the player value to that of the caster you will change it to that of the target of the search area effect.
Above the value field you always find a similar field ending with effect. This field uses a previous effect in the same branch of the effect tree as a source of reference for determining the scource, target and origin etc. By setting that field to the search area effect and the value to target you can get it that the ownership of he unit with the buff applied gets changed to the target of the search.
Hey Sir, I'm having a terrible difficulty to learn this. Could you please do a little example? Just about the ownership changing. The part of spawn items I can do.
Sorry for this, mi mind is really few slow to get this knowledge. :(
THANKS A LOT SIR!!!
I will implement in my map later and work hard to understand where I was failing. Good for me that I have yours Super Useful help.
You guys are Terrifying.
My advice is read the entire existing data section of the wiki since that represents several months worth of learning. Then I advise you look at various ingame examples made by blizzard and also the campaign, Left 2 Die and Aiur Chef mods.
For the behaviour you will notice I used the include fields for the Enumerate Area validator because it was removing it before it changed ownership so could validate for the right player.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Finally, its working. When a hero, controlled by computer, comes near to the shop it give him the Item. (If it has enough minerals).
I've got another matter. There's a way to combine some behaviours, like 5. And the 5th one, only works if the hero has all the another 4? I've tried via requirements, validations and got nothing. The 5 behaviours comes with 5 items and the 5th item is supposed to get enabled only if the unit get all the other 4 behaviors.
What could it be?
I've found something very, very interesting!!! :D :D :D :D I was wishing to make the AI Heroes buy on shopping... Well,I've got something like that. I have 4 different shops because I have 4 bases. One of this shops, always created one certain item that always was problematic(When I started with the Editor almost a year ago). Then it dies itself. Well, I've tried to put this shop near some place when I test the heroes and Voila.. It's giving them the item. The problem is I don't know how exactly it's happening. (And the unit that receive the item dies some seconds after(problematic item).
I think it's the ability the shop has. Training ability, with some AI intel. Also I think about the damage effect the item has, seems the data tactics produce the item because it could damage the enemies. But no idea on how to expand this to another items and shops. Using the Tactic AI Data, I'm already able to make my AI heroes to use the abilities that they have. (The Shop uses a variation of the Terran Large House). The bigger issue it's because only the player 4 do this(Owner of the 4's base units). (The Shop uses a variation of the Terran Large House - unit).
Soooooooooooooooooooo. Help me!!!
Odds are it is spending the shop owning player's resources to train and your item has a AI - Tactical AI Function field that is set to the same as some other unit.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
So, maybe could I set something like that for all the items I want the Shop give to the Heroes? And it explains why it happens with one of the shops only.
Could be.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Well, I didn't find how exactly it was happening. (Why only player 4, and only one item...Couldn't find the 'link' - And was using the TestSell ability). But using the Tactical Ai Data, I could make all my shops for all players to provide the items(Re-creating the ability for the shop).
Now I need one more thing. Talking about the training ability, would exist a way to make it be triggered by a hero is near? I mean, the build remains stopped and when a hero comes near, it triggers the ability and training units?
Because right now, my shops are producing a lot of the items, even without near heroes to receive it. ( I couldn't set prices yet, because need to filter the 'giving' stage first).
Use a Buff behaviour on the training unit that is disabled by an Enumerate Area validator that uses a periodic Issue Order effect on the caster to train the desired unit (a Set effect and multiple Issue Order effects are needed for more mixed armies).
You looked at OneTwoSC's video tutorials about how to make heroes and shops with items?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Hey Sir, I've realized about some things. I always wanted to create a behavior that change the owner of a unit while a hero is near it. (I think to use it with the shop and another unit I'm planning to do. How could I do this? And I could make the shop produce the item for the hero, when it is near. Very hard but very cool too. (I'm enjoying it a lot). But there is a way to set the validator for this only when the near hero is controlled by AI?
About the video tutorial, I have it but not got to work on items itself yet. And I have the map tutorial for this too. (Very cool).
Sinple solution is you give the unit to change ownership a Buff behaviour that uses a periodic Search Area effect with max 1 unit that when it finds a valid target unit sorted by range uses an Apply Behavior effect on the caster. The Apply Behavior effect adds a second buff that changes ownership and uses the reference effect fields to use the target of the Search Area as the aquire player and player values. This second buff also uses a periodic Issue Order effect on itself to spawn the items.
The first buff is disabled when the second buff is on via a Unit Compare Behavior Count validator and the second is removed iva a Enumerate Area validator that checks to see if there is more than one unit owned by the player within a certain area.
http://www.sc2mapster.com/wiki/galaxy/data/behaviors/buff/
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Well, I've tried something like that. But my try, made my hero got changed the owner :( How exactly is the part that control what unit will change the owner? This part I didn't understood. :(
It works in a similar way to the Changeling's change in team colour. That uses a buff that has a search area effect which then uses a switch effect on the target that does the validation for race before using a modify unit effect on the caster that references the switch effect's target.
In your case instead of using a switch effect and modify unit effect you are applying a neural parasite like buff to the caster. The difference is that instead of changing the player value to that of the caster you will change it to that of the target of the search area effect.
Above the value field you always find a similar field ending with effect. This field uses a previous effect in the same branch of the effect tree as a source of reference for determining the scource, target and origin etc. By setting that field to the search area effect and the value to target you can get it that the ownership of he unit with the buff applied gets changed to the target of the search.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Hey Sir, I'm having a terrible difficulty to learn this. Could you please do a little example? Just about the ownership changing. The part of spawn items I can do.
Sorry for this, mi mind is really few slow to get this knowledge. :(
Wow under 5 mins work.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
THANKS A LOT SIR!!! I will implement in my map later and work hard to understand where I was failing. Good for me that I have yours Super Useful help. You guys are Terrifying.
My advice is read the entire existing data section of the wiki since that represents several months worth of learning. Then I advise you look at various ingame examples made by blizzard and also the campaign, Left 2 Die and Aiur Chef mods.
For the behaviour you will notice I used the include fields for the Enumerate Area validator because it was removing it before it changed ownership so could validate for the right player.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Finally, its working. When a hero, controlled by computer, comes near to the shop it give him the Item. (If it has enough minerals).
I've got another matter. There's a way to combine some behaviours, like 5. And the 5th one, only works if the hero has all the another 4? I've tried via requirements, validations and got nothing. The 5 behaviours comes with 5 items and the 5th item is supposed to get enabled only if the unit get all the other 4 behaviors. What could it be?
Use seperate validators of the Unit Compare Behavior Count type
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
It's working. :) Amazing.