Hey everyone, I was just wondering if anyone could give a brief overview of the different ability types and what they are best used for. If you could help at all I would greatly appreciate it. Cheers
@SouLCarveRR: Go
Yeah i understand what you mean and I am hoping more that the odd kind of abilities such as progress, redirect, specialize, battery, beacon amoung a few others are defined. thanks though =D
oh and i suppose it would help if i said that i am aiming to make a building capture ability. Which also reminds me, if anyone knows how the attack click works, for example how does the cursor know that when you click on an enemy that you wish to attack. i want to implement the ability so that if you click on a structure it automatically uses the capture ability.. if thats makes any sense to anyone =D
Scratch the thing about the cursor.. i found a topic completely unrelated which suggested that i should check the smart flag =D i love this site
So this is also just a general question about abilities. How do you make an ability initial require a resource cost and then be able to use it thereafter without paying? In context it is an ability which purchases and equips a weapon, which once purchased can be equipped for free.
1: Arm Magazine: This creates units which can or cannot ignore supply and can have an effect cast on them on creation. If held external box is not checked you need to use the Use magazine effect to attack with the units like the carrier does. If the units are external they will automatically attack independent targets if they are allowed to but will automatically focus on the target of the host units primary weapons like brood lord. Can be made to be automatic.
2: Attack: Does what it says (uses weapons to attack) has max and min weapon speed multipliers and filters for auto aquire.
3: Augment: Casts the effect then the ability, can be autocast. Used by the zealot charge ability.
4/5: Battery/Beacon: Not yet had time to play with those yet
6: Behaviour: Activates/deactivates a behaviour eg. cloaking, overlord creep generation
7: Build: allows construction of buildings, usually combined with a command card to accomidate the list. Under Stats - Flags has several options of interest. Used by all race builders and by ravens.
8: Buildable: What makes the terran buildings need a worker constantly working on them to be built.
9: Effect - Instant: Casting times not included casts effect from where the unit stands.
10: Effect - Target: Casting times not included targets a unit or patch of ground and moves casting unit till it is within range and casts effect. Psi Storm and snipe are examples.
11: Generic: Seems to be a relic from the making of the editior as it lacks any special properties.
12: Harvest: Gathers resources from whatever the resource is. Used by the drones/mules/SCVs/Probes but not the auto refinery.
13: Interact: Gives access to the unit's line of sight and abilities. Can be exclusive to one player eg. Xel Naga Los Towers. Also able to be used for making shops for heroes.
14: Inventory: Creates a small button just north of the command card that opens the inventory for items. takes a long time to configure and has a bug preventing you from deleting columns so plan your unit's inventory with care.
15: Learn: Used in combination with the Veterancy Behaviour and can be used to learn skills on level up like WC3 heroes.
16: Merge: Works in combination with Mergable, tells what units are able to merge to form what unit (needs requirements if multiple unit chains can merge). Used by templars.
17: Mergable: Allows the merge to be canceled and determines the starting % vitals of the produced unit. Used by Archeon. I have not yet experimented with this ability.
18: Morph: Changes one unit into the other and sets the delays before completion and has the possiblity to cast effects at various stages of the morph. Used by most secondary zerg buildings and units. Also used by gates to open and close them, to burrow/unburrow units and to upgrade preplaced add-ons.
19: Morph Placement: Used to place mobile morphed structures that convert into immobile forms.
20: Move: Does as it says. Affects flee and follow ranges.
21: Pawn: Involved in selling items. I have not tested this skill yet.
22: Progress: No clue not tested this yet.
23: Queue: Determines how many units to be trained can be stacked and how many can train at once.
24: Queueable: I think this affects the refund if you cancel a unit in the queue.
25: Rally: sets where trained units go on the map (can be linked with filters for multiple). HIve uses two.
26: Redirect/Redirect Instant/Redirect Target: Found only on bunkers and is involved in bossing around the units in the cargo space to attack/heal/use stims. Needs Allow Passenger Smart Command under Transport.
27: Research: Use this and a command card to learn upgrades.
28: Revive: Brings back the specified revive unit (set under unit). You need to alter the unit death times so the corpses dont decay too fast, but beware of lag caused by it.
29: Specialize: Not too sure about this one myself, I am open for suggestions.
30: Stop: does as says, can be combined with requirements for conditional halting (ie large statue guardian thingies).
31: Train: Trains units if there is a queue that then head to the rally point.
32: Transport: Involed in the loading and unloading of cargo units. The most interesting is the Bunker and Nydus Worm. Player Hold flag makes cargo shared by all units of the type.
33: Warp Train: Trains units at long range, I need to test how it is related to Warpable.
34: Warpable: Not tested but presume it has to do with the Warp Train placement.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
I can only immagine the Battery ability would be similar to Warcraft 3's Tinker's ability "Rocket Swarm" where it would send a 'battery' of prejectiles to a selected area, although I've never touched it either.
As far as Beacon my thoughts would be it targets at the casters feet for some effect or it would be for the Starcraft 2's Ghost's "Nuke" ability.
These are just what I could think they would do from my own common sense, I haven't tried either of those and DrSuperEvil got practically all of them ^^
I need to make a correction to the Arm Magazine ability type. It seems the targeting of the spawned units is not directly based on the attack ability or the weapon even though both are required. you can disable either using requirements or lack the attack button and the target aquisition still sends the units after a target.
It seems to have fully independent spawns that only attack a specific unit under conditions you must disable all weapons on the spawning unit using a behaviour with a periodic effect to apply the enabling behaviour (limited by validators or requirements) which in turn disables the disabling behaviour but when expires applies the disabling behaviour.
An alternative is to just have two behaviours, both permanent. One disables the weapon and the enabler behavior with a requirement or validator less than what is wanted and the enabler which disables the disabler and enables the weapon with a disabling validator or requirement greater than or equal to what is wanted.
Hey everyone, I was just wondering if anyone could give a brief overview of the different ability types and what they are best used for. If you could help at all I would greatly appreciate it. Cheers
Bit more complicated then just ability types... Effects are largly involved in the types of ability you might be making as well
where effect instant generally is an ability that is activated right when you click the button and does not need a target.
Id break it down for ya but off the top of my head I cant think of the specifics about the different ability types.
Good Luck
@SouLCarveRR: Go Yeah i understand what you mean and I am hoping more that the odd kind of abilities such as progress, redirect, specialize, battery, beacon amoung a few others are defined. thanks though =D
oh and i suppose it would help if i said that i am aiming to make a building capture ability. Which also reminds me, if anyone knows how the attack click works, for example how does the cursor know that when you click on an enemy that you wish to attack. i want to implement the ability so that if you click on a structure it automatically uses the capture ability.. if thats makes any sense to anyone =D
Scratch the thing about the cursor.. i found a topic completely unrelated which suggested that i should check the smart flag =D i love this site
there are Unit clicked/selected events... they require the events to be turned on, on the unit ( in the unit properties).
So this is also just a general question about abilities. How do you make an ability initial require a resource cost and then be able to use it thereafter without paying? In context it is an ability which purchases and equips a weapon, which once purchased can be equipped for free.
1: Arm Magazine: This creates units which can or cannot ignore supply and can have an effect cast on them on creation. If held external box is not checked you need to use the Use magazine effect to attack with the units like the carrier does. If the units are external they will automatically attack independent targets if they are allowed to but will automatically focus on the target of the host units primary weapons like brood lord. Can be made to be automatic.
2: Attack: Does what it says (uses weapons to attack) has max and min weapon speed multipliers and filters for auto aquire.
3: Augment: Casts the effect then the ability, can be autocast. Used by the zealot charge ability.
4/5: Battery/Beacon: Not yet had time to play with those yet
6: Behaviour: Activates/deactivates a behaviour eg. cloaking, overlord creep generation
7: Build: allows construction of buildings, usually combined with a command card to accomidate the list. Under Stats - Flags has several options of interest. Used by all race builders and by ravens.
8: Buildable: What makes the terran buildings need a worker constantly working on them to be built.
9: Effect - Instant: Casting times not included casts effect from where the unit stands.
10: Effect - Target: Casting times not included targets a unit or patch of ground and moves casting unit till it is within range and casts effect. Psi Storm and snipe are examples.
11: Generic: Seems to be a relic from the making of the editior as it lacks any special properties.
12: Harvest: Gathers resources from whatever the resource is. Used by the drones/mules/SCVs/Probes but not the auto refinery.
13: Interact: Gives access to the unit's line of sight and abilities. Can be exclusive to one player eg. Xel Naga Los Towers. Also able to be used for making shops for heroes.
14: Inventory: Creates a small button just north of the command card that opens the inventory for items. takes a long time to configure and has a bug preventing you from deleting columns so plan your unit's inventory with care.
15: Learn: Used in combination with the Veterancy Behaviour and can be used to learn skills on level up like WC3 heroes.
16: Merge: Works in combination with Mergable, tells what units are able to merge to form what unit (needs requirements if multiple unit chains can merge). Used by templars.
17: Mergable: Allows the merge to be canceled and determines the starting % vitals of the produced unit. Used by Archeon. I have not yet experimented with this ability.
18: Morph: Changes one unit into the other and sets the delays before completion and has the possiblity to cast effects at various stages of the morph. Used by most secondary zerg buildings and units. Also used by gates to open and close them, to burrow/unburrow units and to upgrade preplaced add-ons.
19: Morph Placement: Used to place mobile morphed structures that convert into immobile forms.
20: Move: Does as it says. Affects flee and follow ranges.
21: Pawn: Involved in selling items. I have not tested this skill yet.
22: Progress: No clue not tested this yet.
23: Queue: Determines how many units to be trained can be stacked and how many can train at once.
24: Queueable: I think this affects the refund if you cancel a unit in the queue.
25: Rally: sets where trained units go on the map (can be linked with filters for multiple). HIve uses two.
26: Redirect/Redirect Instant/Redirect Target: Found only on bunkers and is involved in bossing around the units in the cargo space to attack/heal/use stims. Needs Allow Passenger Smart Command under Transport.
27: Research: Use this and a command card to learn upgrades.
28: Revive: Brings back the specified revive unit (set under unit). You need to alter the unit death times so the corpses dont decay too fast, but beware of lag caused by it.
29: Specialize: Not too sure about this one myself, I am open for suggestions.
30: Stop: does as says, can be combined with requirements for conditional halting (ie large statue guardian thingies).
31: Train: Trains units if there is a queue that then head to the rally point.
32: Transport: Involed in the loading and unloading of cargo units. The most interesting is the Bunker and Nydus Worm. Player Hold flag makes cargo shared by all units of the type.
33: Warp Train: Trains units at long range, I need to test how it is related to Warpable.
34: Warpable: Not tested but presume it has to do with the Warp Train placement.
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
I can only immagine the Battery ability would be similar to Warcraft 3's Tinker's ability "Rocket Swarm" where it would send a 'battery' of prejectiles to a selected area, although I've never touched it either.
As far as Beacon my thoughts would be it targets at the casters feet for some effect or it would be for the Starcraft 2's Ghost's "Nuke" ability.
These are just what I could think they would do from my own common sense, I haven't tried either of those and DrSuperEvil got practically all of them ^^
Thanks DrSuperEvil btw!
I need to make a correction to the Arm Magazine ability type. It seems the targeting of the spawned units is not directly based on the attack ability or the weapon even though both are required. you can disable either using requirements or lack the attack button and the target aquisition still sends the units after a target.
It seems to have fully independent spawns that only attack a specific unit under conditions you must disable all weapons on the spawning unit using a behaviour with a periodic effect to apply the enabling behaviour (limited by validators or requirements) which in turn disables the disabling behaviour but when expires applies the disabling behaviour.
An alternative is to just have two behaviours, both permanent. One disables the weapon and the enabler behavior with a requirement or validator less than what is wanted and the enabler which disables the disabler and enables the weapon with a disabling validator or requirement greater than or equal to what is wanted.
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
Thank you so much!