• 0

    posted a message on Spawn Behavior

    @Neonsz: Go

    Thanks, that worked perfectly.

    Posted in: Data
  • 0

    posted a message on Spawn Behavior

    The below is the only behavior I'm using, and there are no other effects in use here either. When I test the document, there's 1 viking created right away when the game starts, and then it never spawns any more than that. The limit is set to -1 which I thought meant "no limit" on how many times a unit can spawn.

    I was looking through the behavior and effect wiki on Buff's and Sets and the Create Unit effect to get a unit to be spawns periodically and then came across the Spawn behavior which looks like it's specifically made for just that.

    @DrSuperEvil: Go

    Field	Spawn Vikings
    Behavior: Alignment	Neutral
    Behavior: Categories	
    Behavior: Center	(0,0)
    Behavior: Info Array - Count	(1)
    Behavior: Info Array - Delay	(10.0000)
    Behavior: Info Array - Effect	((None))
    Behavior: Info Array - Requirements	(None)
    Behavior: Info Array - Unit	(Viking (Fighter Mode))
    Behavior: Name	Spawn Vikings
    Behavior: Offset	((0,0))
    Behavior: Requirements	None
    Cost: Cost - Charge - Count (Max)	0
    Cost: Cost - Charge - Count (Start)	0
    Cost: Cost - Charge - Count (Use)	0
    Cost: Cost - Charge - Hide Count	Disabled
    Cost: Cost - Charge - Link	Behavior/SpawnVikings
    Cost: Cost - Charge - Location	Behavior
    Cost: Cost - Charge - Time Start	0.0000
    Cost: Cost - Charge - Time Use	0.0000
    Cost: Cost - Cooldown - Link	Behavior/SpawnVikings
    Cost: Cost - Cooldown - Location	Behavior
    Cost: Cost - Cooldown - Time Start	0.0000
    Cost: Cost - Cooldown - Time Use	0.0000
    Cost: Cost - Cost Display	(Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled)
    Cost: Cost - Technology Resource Cost	(0|0|0|0)
    Cost: Cost - Vital Fraction	(0|0|0)
    Cost: Cost - Vitals	(0|0|0)
    Editor: Editor Categories	Race:Terran,AbilityorEffectType:Units
    Editor: Editor Comment	
    Editor: Editor Description	
    Editor: Editor Prefix	
    Editor: Editor Suffix	
    Effect: Effect	(None)
    Stats: Flags	
    Stats: Flags (Spawn)	
    Stats: Limit	-1
    Stats: Range	1
    Stats: Slop	1
    Tech Tree: Tech Alias	
    UI: Display Countdown	
    UI: Icon	Assets\Textures\btn-missing-kaeo.dds
    UI: Tooltip	
    UI: Tooltip Priority	0
    
    Posted in: Data
  • 0

    posted a message on Spawn Behavior

    So I added a new behavior of the Spawn type...

    Field	Spawn Vikings
    Behavior: Info Array - Count	(1)
    Behavior: Info Array - Delay	(10.0000)
    Behavior: Info Array - Effect	((None))
    Behavior: Info Array - Requirements	(None)
    Behavior: Info Array - Unit	(Viking (Fighter Mode))
    ...
    Stats: Limit	-1
    

    and those are the only values I can tell that effect what I'm trying to do... yet when I run it, the starport that I gave this behavior to, doesnt spawn any vikings. Am I missing something?

    Posted in: Data
  • 0

    posted a message on Create units periodically

    @DrSuperEvil: Go

    Hmm the sample map doesn't work quite yet, as once the zergling dies, it does change ownership, so that part works just fine, but the marine that I had ordered to attack it continues to attack it even after it's converted to my ownership. Perhaps there needs to be a temporary invincible buff on it or something to detach all attackers? Man, even after going through all of this with you step by step, I still don't even know where to begin. I look through all of the buff entries in the wiki that's pretty much the exact same information as the hover text in the data editor fields. It really doesn't help those of us who aren't used to it. Any suggestions on what to do about the invincable thing?

    Posted in: Data
  • 0

    posted a message on Create units periodically

    @DrSuperEvil: Go

    Okay, so this is what I'm testing now then...

    I created a new behavior called Change Owner On Death, that's based on Valerion02a - Hero Death Prevention.

    I created a new effect called Heal And Owner Swap, with a type set as Set, and based on Default Effect.

    I created another new effect called Owner Swap, with a type set as Modify Unit, and based on Default Effect.

    I then go into the Heal And Owner Swap (set effect) effect and add Owner Swap and Zerg General - Post Morph (Healing Effect) to the Effects: Effect field.

    I then switch over to the Owner Swap (modify unit) effect and set the Effect: Modification Flags to Owner, then I set the Target: Impact Unit - Value field to Caster... and then the Unit: Transfer Unit - Value to Target.

    Then, in the Change Owner On Death behavior, I change the Combat: Damage Response - Handled field to Heal And Owner Swap.

    Then, I go into the Starport unit fields, and add the behavior Change Owner On Death to it.

    I then make 4 BC's for myself, and 4 starports for player 2. When I test the document, I can simply attack them indefinitly, the starport HP never drops below 5, and they always remain player 2's.

    So somewhere it seems that I need to change a field that perhaps actually lets the unit receive a fatal blow? That's my guess. Any ideas which field where?

    Posted in: Data
  • 0

    posted a message on Create units periodically

    @playpong: Go

    Nope, those fields didn't work. hehe. I'm assuming that's kind of the right idea though? Link the two effects to the behavior, and then add the behavior to the unit?

    Posted in: Data
  • 0

    posted a message on Create units periodically

    Okay so now I have a behavior that was based on Valerian02a - Hero Death Prevention and I also have the 2 different effects set as listed above. Do I link the effects to the behavior in a field somewhere in the behavior? Or on the structure?

    I'm assuming it's in the Effect - Initial and Effect - Final fields? That's my best guess anyways from looking through it...

    Posted in: Data
  • 0

    posted a message on Create units periodically

    Essentially, the ideal situation would be that I can just add a custom behavior to any unit in the data editor, and if that unit dies in-game, it's recreated but belonging to the killing player.

    I'm really new at using effects and behaviors, so i really need a link to a good tutorial, or if you have enough patience explain it in realllly good detail. Thanks :)

    Posted in: Data
  • 0

    posted a message on Create units periodically

    @Kueken531: Go

    What you say makes sense on paper, but I'm having a really hard time figuring out how to accomplish what you're saying while I'm staring at the data editor fields for anything. :/

    Posted in: Data
  • 0

    posted a message on Create units periodically

    I have a starport that I want to train an air unit every (for example) 20 seconds. Can this be done through the data editor rather than triggers? I'm not too familiar with the data editor, I can do basic things but that's about it. If you could explain in detail or point me to a tutorial or another thread that explains it in detail that would be awesome.

    The Starport should actually train the unit, not just have a unit created at it's location - as im using the "unit training is completed" trigger for another part of the map triggers. UNLESS of course, I can issue an order to the air unit that's created via the data editor too.

    Anyways, thanks for any help!

    Posted in: Data
  • 0

    posted a message on Create unit at point of triggering unit

    @peranzormal: Go

    Woah I can do this through the data editor? lol - how?

    Posted in: Triggers
  • 0

    posted a message on Detecting Game Host

    @jcraigk: Go I'm assuming your looking for the player who had control of the lobby when the game actually starts. correct? If so, then my post is correct. If not, then I'm confused by what you said.

    "I just tested and if Player A comes into the lobby, then Player B, Player A will be Player 1 in the game. If Player A comes into the game, then Player B, then player A leaves, then comes back, he is still set as Player 1 even though Player B is the Host in the lobby. Conclusion: you cannot rely on lobby slot position to determine game host."

    That implies that you either want Player 1 at all times, or you want the person who had control over the lobby when the game actually starts.

    What am I missing? Sorry if I'm misunderstanding you still - just trying to help :)

    Posted in: Triggers
  • 0

    posted a message on help: how to control defeated player units without changing owner

    @Trieva: Go

    I believe he was saying that if he's red, and his ally is blue, and then the blue player leaves, red wants be able to use the blue buildings to make blue units while he himself is the actual owner of it. So this way, it checks the color of the building that trains a unit and sets the color of the produced unit to match.

    Posted in: Triggers
  • 0

    posted a message on Create unit at point of triggering unit

    @Trieva: Go

    Err... I used that in the above code.

    Can two different units die at the same instant? In which case, maybe that's the problem?

    Posted in: Triggers
  • 0

    posted a message on All units of type condition

    @Naxxum: Go

    If you have lots of dying units though that might be an issue - as you would then have the trigger executing for say missiles and the like as well. Right?

    Posted in: Triggers
  • To post a comment, please or register a new account.