Another batch of data questions. Thank you to Kueken531 for answering most of my last batch. Tried to keep them short and specific. Thank you for any help. Ordered in most to least important.
1. Why are my hero bar icons not working half the time? Sometimes they’re all just a block of color. They either all work, or they all don’t. Is this a bug?
2. I’m trying to make a validators for an ability with a SET of effects, which different validators on each effect that will allow for different target effects like Holy Light and Death Coil in WC3. When I try to make a validator checking if the target is the caster, I made a Unit Comparison validator, with the Unit+ set as the Target, and Other Unit+ set as caster or source, but it isn’t acting any differently when the caster is the target for some reason. This is the first validator I’ve tried. I also want to make a validator that checks if the target’s HP is below 100.
3. For a Text actor that triggers on a Damage Event, how would I get the amount of damage done as the text that is created? I also need set its color based on the type of damage done (melee/ranged/spell/splash). I currently just have a trigger doing damage text, but triggers may not be as efficient as data.
4. How would you make a behavior that deals a % damage taken back to units? I’ve asked this before, but didn’t receive a good enough answer through data. I might have a way to finesse a method with a triggers.
5. I want to attach a model to a unit’s weapon when it gets a buff. If the unit model has two weapon attachments (ie, Left and Right), I want it on both weapons. I made two actors for the buff for each weapon for those units with a right and a left, but when the actor attaches to a unit actor with only 1 weapon attachment, the second actor falls to the feet of the unit. How can I make an actor attach a model to all the weapon attachments on a unit?
Thanks! I'll try to answer questions of other newbier modders out there :).
3. For a Text actor that triggers on a Damage Event, how would I get the amount of damage done as the text that is created? I also need set its color based on the type of damage done (melee/ranged/spell/splash). I currently just have a trigger doing damage text, but triggers may not be as efficient as data.
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You can reference data editor fields. Go to a button object, and edit the tooltip field - you can click 'insert data reference'. It will be something like
1. Why are my hero bar icons not working half the time? Sometimes they’re all just a block of color. They either all work, or they all don’t. Is this a bug?
The UI for zerg heroes is bugged, it won't show a hero icon. Look here for a fix.
Quote:
2. I’m trying to make a validators for an ability with a SET of effects, which different validators on each effect that will allow for different target effects like Holy Light and Death Coil in WC3. When I try to make a validator checking if the target is the caster, I made a Unit Comparison validator, with the Unit+ set as the Target, and Other Unit+ set as caster or source, but it isn’t acting any differently when the caster is the target for some reason. This is the first validator I’ve tried. I also want to make a validator that checks if the target’s HP is below 100.
The target HP one should be easy, there is a Unit Compare Vital validator.
Not sure, how to check if the caster is the target, though. You could try some other configurations for your actor. If everything fails, apply a buff to the caster first and check for that.
Quote:
3. For a Text actor that triggers on a Damage Event, how would I get the amount of damage done as the text that is created? I also need set its color based on the type of damage done (melee/ranged/spell/splash). I currently just have a trigger doing damage text, but triggers may not be as efficient as data.
This is only possible with triggers, afaik. Data actors don't have access on caused damage and damage type.
Quote:
You can reference data editor fields. Go to a button object, and edit the tooltip field - you can click 'insert data reference'. It will be something like
<d ref="Effect,EffectName,Damage,Amount[0]"/>
While this is certainly possible, you would need to create an actor for every single damage effect, and it would not include any damage reduction by behaviors or whatever.
Quote:
4. How would you make a behavior that deals a % damage taken back to units? I’ve asked this before, but didn’t receive a good enough answer through data. I might have a way to finesse a method with a triggers.
I did not find a good data solution yet; maybe there is one, but for now I only know the trigger solution.
Quote:
5. I want to attach a model to a unit’s weapon when it gets a buff. If the unit model has two weapon attachments (ie, Left and Right), I want it on both weapons. I made two actors for the buff for each weapon for those units with a right and a left, but when the actor attaches to a unit actor with only 1 weapon attachment, the second actor falls to the feet of the unit. How can I make an actor attach a model to all the weapon attachments on a unit?
Not sure, if this is possible with attachments. You can do this, for example with action actors. If you use the attach method for weapon and the model is configured accordingly, it will attach the launch assets and the beam at both attachment points.
However for site operations, like used for attachments, there does not seem to be a similar possibility. You could check for specific unit types to attach different actors by using a Validate Unit - term and a validator.
Thanks guys. Yeah I don't want to make a text actor for every damage effect.
Another question: I've seen some games where a hero can get an upgrade (a behavior I assume) that increases the damage of a single ability without actually leveling up the ability. Are they doing something to modify the damage amount in the actual damage effect or are they doing this through triggers? I know you can make behaviors that increase/decrease all damage of a type done by a unit, but I'm wondering if there is a way to modify separate abilities with the same modifier, differently and without triggers.
There are several ways to do this. You can add validators to the spell itself and execute different damage effects based on the behavior count. Or you can use an upgrade or catalog triggers to manipulate the damage effect (this changes the damage for all units of the player, so it is usually used, if one player only controls 1 hero).
If the spell amount on your units is limited (aka 4 spells or 3 spells + weapon), you can even use the different damage types (melee, ranged, spell, splash) and make each spell use 1 of the types + 1 additional one for the weapon, and make the behavior only increase 1 of those types each.
Another batch of data questions. Thank you to Kueken531 for answering most of my last batch. Tried to keep them short and specific. Thank you for any help. Ordered in most to least important.
1. Why are my hero bar icons not working half the time? Sometimes they’re all just a block of color. They either all work, or they all don’t. Is this a bug?
2. I’m trying to make a validators for an ability with a SET of effects, which different validators on each effect that will allow for different target effects like Holy Light and Death Coil in WC3. When I try to make a validator checking if the target is the caster, I made a Unit Comparison validator, with the Unit+ set as the Target, and Other Unit+ set as caster or source, but it isn’t acting any differently when the caster is the target for some reason. This is the first validator I’ve tried. I also want to make a validator that checks if the target’s HP is below 100.
3. For a Text actor that triggers on a Damage Event, how would I get the amount of damage done as the text that is created? I also need set its color based on the type of damage done (melee/ranged/spell/splash). I currently just have a trigger doing damage text, but triggers may not be as efficient as data.
4. How would you make a behavior that deals a % damage taken back to units? I’ve asked this before, but didn’t receive a good enough answer through data. I might have a way to finesse a method with a triggers.
5. I want to attach a model to a unit’s weapon when it gets a buff. If the unit model has two weapon attachments (ie, Left and Right), I want it on both weapons. I made two actors for the buff for each weapon for those units with a right and a left, but when the actor attaches to a unit actor with only 1 weapon attachment, the second actor falls to the feet of the unit. How can I make an actor attach a model to all the weapon attachments on a unit?
Thanks! I'll try to answer questions of other newbier modders out there :).
3. For a Text actor that triggers on a Damage Event, how would I get the amount of damage done as the text that is created? I also need set its color based on the type of damage done (melee/ranged/spell/splash). I currently just have a trigger doing damage text, but triggers may not be as efficient as data.
---------You can reference data editor fields. Go to a button object, and edit the tooltip field - you can click 'insert data reference'. It will be something like
<d ref="Effect,EffectName,Damage,Amount[0]"/>
The UI for zerg heroes is bugged, it won't show a hero icon. Look here for a fix.
The target HP one should be easy, there is a Unit Compare Vital validator.
Not sure, how to check if the caster is the target, though. You could try some other configurations for your actor. If everything fails, apply a buff to the caster first and check for that.
This is only possible with triggers, afaik. Data actors don't have access on caused damage and damage type.
While this is certainly possible, you would need to create an actor for every single damage effect, and it would not include any damage reduction by behaviors or whatever.
I did not find a good data solution yet; maybe there is one, but for now I only know the trigger solution.
Not sure, if this is possible with attachments. You can do this, for example with action actors. If you use the attach method for weapon and the model is configured accordingly, it will attach the launch assets and the beam at both attachment points.
However for site operations, like used for attachments, there does not seem to be a similar possibility. You could check for specific unit types to attach different actors by using a Validate Unit - term and a validator.
@Kueken531: Go
Thanks guys. Yeah I don't want to make a text actor for every damage effect.
Another question: I've seen some games where a hero can get an upgrade (a behavior I assume) that increases the damage of a single ability without actually leveling up the ability. Are they doing something to modify the damage amount in the actual damage effect or are they doing this through triggers? I know you can make behaviors that increase/decrease all damage of a type done by a unit, but I'm wondering if there is a way to modify separate abilities with the same modifier, differently and without triggers.
There are several ways to do this. You can add validators to the spell itself and execute different damage effects based on the behavior count. Or you can use an upgrade or catalog triggers to manipulate the damage effect (this changes the damage for all units of the player, so it is usually used, if one player only controls 1 hero).
If the spell amount on your units is limited (aka 4 spells or 3 spells + weapon), you can even use the different damage types (melee, ranged, spell, splash) and make each spell use 1 of the types + 1 additional one for the weapon, and make the behavior only increase 1 of those types each.