It's been a while since i last time started my editor, so that's why i have no idea what has been changed with the latest patches of SC2.
I was starting to look through the latest version of my HW map now, and encountered a funny and very welcome change that may have been added, but i cant see how this would be enabled or reproduced, so that's why i have to ask some questions about several methods that may or may not be possible now.
- I saw one of my heroes had only one damage number (like his weapon damage plus any behaviors bonus - on other heroes it is like '25 (22)' but he had only one green number like '47' in this case).
I can't remember if i changed it manually back then somewhere even if it was possible, but i don't really think so.
That would be an huge improvement, due to the damage bonusses a unit becomes through behaviors now applies directly to the total damage, so percentual damage multipliers are possible way easier.
- Is there any way now to have 'instant consumed items' that grant behaviors(attributes, like strength, agility etc.), and do these attributes finally stay after the heroes death or do i still have to save them in variables and reapply them after revive?
- Are the actors fixed, in regards of the size of effects on custom models?
For some models it seemed impossible to scale them properly to fit on custom imported unit models aswell as for standard models. (I'm talking of things like aura indicators or effects applied to models like the stimpack indicator etc.)
Would be nice if someone could answer any of these questions.
Thanks.
For model additions actors, the base unit model must have a correctly set "Radius" value, and the model additions should have the "Scale" flag under "Properties: Inherited properties".
Try playing with the model "Radius" value until it looks about right.
Ah, yes. I see - Thank you, i now know that this was possible before but it seems i was to stupid to find the answer.
While doing some fixes on my map, another question came up because one of my abilities seems to be broken.
I have an 'Thorns' ability, that is supposed to damage the attacker with a fraction of the damage the attacker dealt to the victim.
I am pretty sure that this ability worked fine last time i checked, but now it is definitly broken.
The ability is based on triggers, that just work like this:
thornsEffect is just some dummy effect with 0 damage.
I know that a while ago this line would do no damage at all because of "0.0 extra damage". (It is supposed to end with "triggering damage amount / 10" etc)
Now even in this state it deals 2 times the bonus damage of my ATTACKED unit, not even of the attacking one.
And i can't explain why it deals that damage twice - it took me a while to figure out what exactly was wrong, but that´s it.
- I saw one of my heroes had only one damage number (like his weapon damage plus any behaviors bonus - on other heroes it is like '25 (22)' but he had only one green number like '47' in this case). I can't remember if i changed it manually back then somewhere even if it was possible, but i don't really think so.
That would be an huge improvement, due to the damage bonusses a unit becomes through behaviors now applies directly to the total damage, so percentual damage multipliers are possible way easier.
It is just a display change, the hero UI was reworked. The underlying mechanics should still work the same way.
Quote:
- Is there any way now to have 'instant consumed items' that grant behaviors(attributes, like strength, agility etc.), and do these attributes finally stay after the heroes death or do i still have to save them in variables and reapply them after revive?
It was possible before. You only need additional stacking behaviors increasing each attribute, and those behaviors need to be added to the hero in the data editor. If the behaviors are on the hero from the start, the stacks will be preserved when reviving.
Quote:
- Are the actors fixed, in regards of the size of effects on custom models? For some models it seemed impossible to scale them properly to fit on custom imported unit models aswell as for standard models. (I'm talking of things like aura indicators or effects applied to models like the stimpack indicator etc.)
I am not aware of any changes in this matter. The issue with this is usually some kind of inherent scale value for the attachment points; attaching anything to some attachment points changes the size of the attachment.
The display change, are you sure it's just optical? - and how does it work?
Because all of the sudden ONE of my heroes has it, and i dont know where it comes from ^^
If it is just something optical, that means that system still sucks, because you could not apply bonusses to the bonus-damage value, and the "real" damage stays always the initial value and won't even rise with attribute changes.
The behaviors, there lies the problem. You probably know my map iirc, and it is supposed to work like, go to a shop and buy a tome that grants agility +5.
Right now i am doing it with dialogs and "add behavior to unit" triggers, also i am storing every "tome-buy" in variable x and reapply the attribute x times back again if the hero was revived.
That just sucks and is probably bugged because of lag - Back in WC3 there were these tomes, that granted levelups, experience or attributes - forever.
The actor issue, well thats a point where i was asking before thinking it through twice.
I already knew how it worked, but forgot it completely. Thanks to StragusMapster i remember now, and it works just fine.
The display change, are you sure it's just optical? - and how does it work?
Because all of the sudden ONE of my heroes has it, and i dont know where it comes from ^^
You probably checked some of the UI: Display Flags for the damage effect. If you check Collapse Buffed, it will collapse any changes caused by buffs into one number, instead of showing the + amount. Pre-patch, this did not have any effect for the hero ui, now it does.
Quote:
If it is just something optical, that means that system still sucks, because you could not apply bonusses to the bonus-damage value, and the "real" damage stays always the initial value and won't even rise with attribute changes.
You can add 2 kinds of flat damage bonuses with behaviors: scaled and unscaled. Scaled bonus damage gets increased by percentage damage bonuses, unscaled does not.
You can also use upgrades or catalog functions to modify the base damage.
Quote:
The behaviors, there lies the problem. You probably know my map iirc, and it is supposed to work like, go to a shop and buy a tome that grants agility +5.
Right now i am doing it with dialogs and "add behavior to unit" triggers, also i am storing every "tome-buy" in variable x and reapply the attribute x times back again if the hero was revived.
That just sucks and is probably bugged because of lag - Back in WC3 there were these tomes, that granted levelups, experience or attributes - forever.
As I mentioned: If all your heroes have the attribute-increasing behavior by default, the stack count won't reset on revive, regardless of how they acquired their additional stacks.
Also, for re-applying a couple of behaviors when reviving, the impact on performance should be negligible.
Hello.
It's been a while since i last time started my editor, so that's why i have no idea what has been changed with the latest patches of SC2.
I was starting to look through the latest version of my HW map now, and encountered a funny and very welcome change that may have been added, but i cant see how this would be enabled or reproduced, so that's why i have to ask some questions about several methods that may or may not be possible now.
- I saw one of my heroes had only one damage number (like his weapon damage plus any behaviors bonus - on other heroes it is like '25 (22)' but he had only one green number like '47' in this case). I can't remember if i changed it manually back then somewhere even if it was possible, but i don't really think so.
That would be an huge improvement, due to the damage bonusses a unit becomes through behaviors now applies directly to the total damage, so percentual damage multipliers are possible way easier.
- Is there any way now to have 'instant consumed items' that grant behaviors(attributes, like strength, agility etc.), and do these attributes finally stay after the heroes death or do i still have to save them in variables and reapply them after revive?
- Are the actors fixed, in regards of the size of effects on custom models? For some models it seemed impossible to scale them properly to fit on custom imported unit models aswell as for standard models. (I'm talking of things like aura indicators or effects applied to models like the stimpack indicator etc.)
Would be nice if someone could answer any of these questions. Thanks.
For model additions actors, the base unit model must have a correctly set "Radius" value, and the model additions should have the "Scale" flag under "Properties: Inherited properties".
Try playing with the model "Radius" value until it looks about right.
@StragusMapster: Go
Ah, yes. I see - Thank you, i now know that this was possible before but it seems i was to stupid to find the answer.
While doing some fixes on my map, another question came up because one of my abilities seems to be broken.
I have an 'Thorns' ability, that is supposed to damage the attacker with a fraction of the damage the attacker dealt to the victim.
I am pretty sure that this ability worked fine last time i checked, but now it is definitly broken.
The ability is based on triggers, that just work like this:
thornsEffect is just some dummy effect with 0 damage.
I know that a while ago this line would do no damage at all because of "0.0 extra damage". (It is supposed to end with "triggering damage amount / 10" etc)
Now even in this state it deals 2 times the bonus damage of my ATTACKED unit, not even of the attacking one.
And i can't explain why it deals that damage twice - it took me a while to figure out what exactly was wrong, but that´s it.
So, is this a known issue after the latest patch?
It is just a display change, the hero UI was reworked. The underlying mechanics should still work the same way.
It was possible before. You only need additional stacking behaviors increasing each attribute, and those behaviors need to be added to the hero in the data editor. If the behaviors are on the hero from the start, the stacks will be preserved when reviving.
I am not aware of any changes in this matter. The issue with this is usually some kind of inherent scale value for the attachment points; attaching anything to some attachment points changes the size of the attachment.
@Kueken531: Go
Hey, thanks for the reply kueken.
The display change, are you sure it's just optical? - and how does it work?
Because all of the sudden ONE of my heroes has it, and i dont know where it comes from ^^
If it is just something optical, that means that system still sucks, because you could not apply bonusses to the bonus-damage value, and the "real" damage stays always the initial value and won't even rise with attribute changes.
The behaviors, there lies the problem. You probably know my map iirc, and it is supposed to work like, go to a shop and buy a tome that grants agility +5.
Right now i am doing it with dialogs and "add behavior to unit" triggers, also i am storing every "tome-buy" in variable x and reapply the attribute x times back again if the hero was revived.
That just sucks and is probably bugged because of lag - Back in WC3 there were these tomes, that granted levelups, experience or attributes - forever.
The actor issue, well thats a point where i was asking before thinking it through twice.
I already knew how it worked, but forgot it completely. Thanks to StragusMapster i remember now, and it works just fine.
Thanks!
You probably checked some of the UI: Display Flags for the damage effect. If you check Collapse Buffed, it will collapse any changes caused by buffs into one number, instead of showing the + amount. Pre-patch, this did not have any effect for the hero ui, now it does.
You can add 2 kinds of flat damage bonuses with behaviors: scaled and unscaled. Scaled bonus damage gets increased by percentage damage bonuses, unscaled does not.
You can also use upgrades or catalog functions to modify the base damage.
As I mentioned: If all your heroes have the attribute-increasing behavior by default, the stack count won't reset on revive, regardless of how they acquired their additional stacks.
Also, for re-applying a couple of behaviors when reviving, the impact on performance should be negligible.