Oh, I didn't realize you were referring to the multiple shield generators aspect. Well, that solves that issue, however the main problem still stands of how this buff would actually work. I'm still hooked on invulnerability, I think that's the way to do this. I've been going through the validators and I think I may have found a solution but I'm not entirely sure how to implement it.
How does this look?
Apply Behavior 1 causes all units inside Radius 5 to be invulnerable.
Apply Behavior 2 causes all units inside Radius 5 to have Invulnerability Suppressed to only units in radius 5, using an Enumerate Area validator to apply the Invulnerability Suppression only to Target Effect: Apply Behavior 1 with Target Value: Target Unit.
It's a lot of effects and I'm still working it out but by this logic it seems that in an Area of Effect with 5 radius that units would be invulnerable to everything NOT in radius 5, right?
That would make the targets vulnerable to all sources once the suppression debuff is applied. It would also render units vulnerable that are meant to be invulnerable through other means (resources, Xil temple, BW Stasis Field) unless you exclude them from the entire shield effect.
Sadly I must report that my initial idea straight up fails, as applying a damage response ("don't deal damage") via another ("shielded") permanently wrecks the later one.
How about this: give the "shielded" units a damage response to apply a buff to the attacker. This buff gives +500 attack range and has an Effect-Initial of Issue Order: Attack Caster (generator). Add a Remove validator "Target attacking Source OR Caster" to cancel the range buff if the unit is forced to switch targets. Alternatively apply a buff to all attacking units with the redirect as a damage response for Attacker.
Issues: first hit always goes to initial target, doesn't work on abilities, possible range abuse, may mess with fire-while-moving units (Phoenix, Voidray)
Sorry about the map i had you see earlier it was the wrong one, this one has the shields in it. although right now they protect that players units even if the enemy is inside. I imagine you could change that easy though.
After reading through the thread and experimenting on my own, it appears to me that using the default way sc2 units attack is not going to lead to an elegant solution.
I think the only robust way to implement Sirrace's vision is to make all units have a projectile-based attack. The Shield itself could be a no-collision unit created when "Shield Generator" is cast, so that the projectiles can be made to collide with the shield using a search-area effect, provide a visual effect (which could be done by giving the Shield unit protoss shields), while allowing units inside the shield to attack each other as normal (including the ability to directly attack the Shield Generator Tower).
As for spells, I believe these would also have to be remade into projectile type effects as well.
I'm still pretty new to the editor and I try everything you guys mention but I'm not sure what you mean by this. Can you explain?
Apply a validation system/marker system that the aura of the shield can only target units not already with the buff from another shield.
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
Oh, I didn't realize you were referring to the multiple shield generators aspect. Well, that solves that issue, however the main problem still stands of how this buff would actually work. I'm still hooked on invulnerability, I think that's the way to do this. I've been going through the validators and I think I may have found a solution but I'm not entirely sure how to implement it.
How does this look?
It's a lot of effects and I'm still working it out but by this logic it seems that in an Area of Effect with 5 radius that units would be invulnerable to everything NOT in radius 5, right?
@Sirrace: Go
That would make the targets vulnerable to all sources once the suppression debuff is applied. It would also render units vulnerable that are meant to be invulnerable through other means (resources, Xil temple, BW Stasis Field) unless you exclude them from the entire shield effect.
Sadly I must report that my initial idea straight up fails, as applying a damage response ("don't deal damage") via another ("shielded") permanently wrecks the later one.
How about this: give the "shielded" units a damage response to apply a buff to the attacker. This buff gives +500 attack range and has an Effect-Initial of Issue Order: Attack Caster (generator). Add a Remove validator "Target attacking Source OR Caster" to cancel the range buff if the unit is forced to switch targets. Alternatively apply a buff to all attacking units with the redirect as a damage response for Attacker.
Issues: first hit always goes to initial target, doesn't work on abilities, possible range abuse, may mess with fire-while-moving units (Phoenix, Voidray)
Sorry about the map i had you see earlier it was the wrong one, this one has the shields in it. although right now they protect that players units even if the enemy is inside. I imagine you could change that easy though.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
After reading through the thread and experimenting on my own, it appears to me that using the default way sc2 units attack is not going to lead to an elegant solution.
I think the only robust way to implement Sirrace's vision is to make all units have a projectile-based attack. The Shield itself could be a no-collision unit created when "Shield Generator" is cast, so that the projectiles can be made to collide with the shield using a search-area effect, provide a visual effect (which could be done by giving the Shield unit protoss shields), while allowing units inside the shield to attack each other as normal (including the ability to directly attack the Shield Generator Tower).
As for spells, I believe these would also have to be remade into projectile type effects as well.
Yeah, that would work but what about splash damage effects?
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