You use a basic colliding projectile system (much easier since LOTV added the Effect: Periodic Effect field). If the Search Area effect used by the missile offsets by the unit radius and only looks for a single target, you can then use a Create Unit effect to place a large radius unit that is unselectable but still able to be targeted by the search. If the target unit has a Buff behaviour on it you can then use the Behavior Count (either avoids or focuses on units with a specific behaviour) Target Sort so that the search contacts the shield in preference. The first search uses a Switch effect based on a Unit Type validator, that if it is a shield it uses a Set effect to mark the target, or if it is not it uses a splash Damage effect. The Set uses a second Search Area effect at the Source (the missile) that uses single target Damage effects validated by a Location Range validator that uses the distance from the target of the Set effect (the shield) as a condition for doing damage. There is then the standard suicide missile via a set effect on "impact".
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Maybe I do not catch your idea clearly. you explain how to make shield unit. But you do not explain how to make it unidirectional.
Create a shield is easy. Just use search area effect to find target and make shield unit is the first choice target.
The key point is how to make shield unidirectional.
It means that if a unit in the shield field, it can attack unit outside, but the missiles from unit outside would be resisted.
And also if two rival unit in shield field, they can attack each other.
For this, you need link missile unit and shield units in the region which the missile create in.
And when missile search target, eliminate these shields.
To achieve this. I use Marker for linking. When a missile create, trigger a Unit Created event, and check if it is in region.
If in, make the missile spell a Apply Behavior effect with marker (match Spell Unit) to shields of region.
This effect apply a behavior to keep marker exist until missile die(by remove validator of unit alive ).
And the Search effect of missile will use Marker Validator to check if a unit can be attack.
The solution for that would be an Enumerate Area validated buff on the Launch Missile ammo unit. If the missile is created within the field the buff remains active and can be used to supress the shield search used for impact. On leaving the proximity of the shield the buff is removed and the missile is then primed for shield impact.
This method however would result in issues if two shields are too close together.
So, our Solution is bitter. If some shields place together, even some of them are overlapped, the system also works OK. It because whether a missile can impact a unit (decide by Marker Validator in target effect of Search Area effect ) is controlled by if the missile give a Apply Behavior effect with marker.
The validated of impact is just related to target unit‘s marker, has nothing to do with the location and distance.
No, all things we need is OK for this system. Something need to at that time is about how to put blindage(a range with many field units) on generated area, and we can get the best operating efficiency base on our existing systems. At now, it is OK.
Hi guys, long time no see.
I was appointed to be the technical adviser for the Gold Club World Championship in Beijing last week.
Partners and I have worked about 3 weeks for the AR shows on this contest. It's the first time that an E-sports game used AR technology in China, and we achieved this all by ourselves (Official model use authority but rare asset or technological help from Blizzard.)
If you have paid attention to recent news about HotS, most game medias appreciated highly to Blizzard and Netease this time.
I want to say thanks to the CASC viewer team, PrintIn and Taylormouse here, without their works on Blizzard assets crack, we can't get the job done in only 3 weeks time.
It's my honor to have you such good friends and predecessors. This victory belongs to the SC2mapster community and all selfless modders.
Actually it seems the alternative method I mentioned would not be compatible with the current projectile system your project is using so would be of no use. Your collaborator also says he has resolved the associated issues with the shield you briefly mentioned.
Hi DrSuperEvil, I am replying you among debris and broken walls, long story.
Thanks for your attention and alternative method, after all, more discussions come more ideas.
I'll explain my absence these days later. It's a long and dark story...Which every sc2 modder should be careful.
I am just facing a war against sc2 map thieves, and they are my compatriots. They even steal my mods that already open sourced, and pretend to be the real authors...
Shame of them. Tomorrow I'll explain details. Every of my plans for the community has been ruined...
I'll explain my absence these days later. It's a long and dark story...Which every sc2 modder should be careful.
I am just facing a war against sc2 map thieves, and they are my compatriots. They even steal my mods that already open sourced, and pretend to be the real authors...
Shame of them. Tomorrow I'll explain details. Every of my plans for the community has been ruined...
Alleyviper and now you. That really sucks, feelsbadman. :/
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I am current on a business trip in Beijing. I'll be back at 5th Dec.
Sorry for the delay. I'll soon get back to the mod works.
@Delphinium1987: Go
You use a basic colliding projectile system (much easier since LOTV added the Effect: Periodic Effect field). If the Search Area effect used by the missile offsets by the unit radius and only looks for a single target, you can then use a Create Unit effect to place a large radius unit that is unselectable but still able to be targeted by the search. If the target unit has a Buff behaviour on it you can then use the Behavior Count (either avoids or focuses on units with a specific behaviour) Target Sort so that the search contacts the shield in preference. The first search uses a Switch effect based on a Unit Type validator, that if it is a shield it uses a Set effect to mark the target, or if it is not it uses a splash Damage effect. The Set uses a second Search Area effect at the Source (the missile) that uses single target Damage effects validated by a Location Range validator that uses the distance from the target of the Set effect (the shield) as a condition for doing damage. There is then the standard suicide missile via a set effect on "impact".
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
Maybe I do not catch your idea clearly. you explain how to make shield unit. But you do not explain how to make it unidirectional.
Create a shield is easy. Just use search area effect to find target and make shield unit is the first choice target. The key point is how to make shield unidirectional. It means that if a unit in the shield field, it can attack unit outside, but the missiles from unit outside would be resisted. And also if two rival unit in shield field, they can attack each other.
For this, you need link missile unit and shield units in the region which the missile create in. And when missile search target, eliminate these shields.
To achieve this. I use Marker for linking. When a missile create, trigger a Unit Created event, and check if it is in region. If in, make the missile spell a Apply Behavior effect with marker (match Spell Unit) to shields of region. This effect apply a behavior to keep marker exist until missile die(by remove validator of unit alive ). And the Search effect of missile will use Marker Validator to check if a unit can be attack.
The solution for that would be an Enumerate Area validated buff on the Launch Missile ammo unit. If the missile is created within the field the buff remains active and can be used to supress the shield search used for impact. On leaving the proximity of the shield the buff is removed and the missile is then primed for shield impact.
This method however would result in issues if two shields are too close together.
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, our Solution is bitter. If some shields place together, even some of them are overlapped, the system also works OK. It because whether a missile can impact a unit (decide by Marker Validator in target effect of Search Area effect ) is controlled by if the missile give a Apply Behavior effect with marker.
The validated of impact is just related to target unit‘s marker, has nothing to do with the location and distance.
As long as it works. Your collaborator said you were still having some technical problems with it though?
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
No, all things we need is OK for this system. Something need to at that time is about how to put blindage(a range with many field units) on generated area, and we can get the best operating efficiency base on our existing systems. At now, it is OK.
@whimsyduke: Go
@DrSuperEvil: Go
So we are good here, right? Sorry I was busy during your discussion, Glad to know that you have shared ideas and solved the divergences. :)
Hi guys, long time no see. I was appointed to be the technical adviser for the Gold Club World Championship in Beijing last week.
Partners and I have worked about 3 weeks for the AR shows on this contest. It's the first time that an E-sports game used AR technology in China, and we achieved this all by ourselves (Official model use authority but rare asset or technological help from Blizzard.)
If you have paid attention to recent news about HotS, most game medias appreciated highly to Blizzard and Netease this time.
I want to say thanks to the CASC viewer team, PrintIn and Taylormouse here, without their works on Blizzard assets crack, we can't get the job done in only 3 weeks time.
It's my honor to have you such good friends and predecessors. This victory belongs to the SC2mapster community and all selfless modders.
Best wishes from China!
I will back to mod works and go on all my requests in days. If there are rush orders, plz let me know, I will do them first.
Congrats, Delphinium :D
Adun Toridas :)
@Delphinium1987: Go
Actually it seems the alternative method I mentioned would not be compatible with the current projectile system your project is using so would be of no use. Your collaborator also says he has resolved the associated issues with the shield you briefly mentioned.
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
Hi DrSuperEvil, I am replying you among debris and broken walls, long story. Thanks for your attention and alternative method, after all, more discussions come more ideas.
Cool, you had the honor to do such a amazing event:)
@Delphinium1987: Go
You know I love ya.
Best Wishes from Europe!
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Best wishes from the moon base!
Z.
Hmm.. wonder if he's able to come here, new site is rather.. weird right now
anyways Happy New Year, Delphinium :)
Adun Toridas :)
Thanks Veratai! Happy new year to you too.
I'll explain my absence these days later. It's a long and dark story...Which every sc2 modder should be careful.
I am just facing a war against sc2 map thieves, and they are my compatriots. They even steal my mods that already open sourced, and pretend to be the real authors...
Shame of them. Tomorrow I'll explain details. Every of my plans for the community has been ruined...
As long as they work. In hindsight it is only the technology that is remembered and seldom the people who invented it.
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