i am trying to create the item "Gloves of haste" from Warcraft 3 in SC2.
The thing is, if you carry the item in Warcraft 3, it gives you 15% or 20% attack-speed.
So lets create an example of how the item works:
Two heroes (both are ranged with the same gun), but one has the glove of haste in his inventory.
Now both attack each other, guess who will shoot first? Of course the one with the gloves in his inventory.
Now back to Starcraft II Data Editor
When I set the behavior: "Combat: Attack Speed Multiplier" and test the given example above it will not work.
As far as I see, "Combat: Attack Speed Multiplier" only decreases the duration how long the hero must wait in order to shoot again, which isn't the effect
i want to achieve.
I've tried to add some small range and so on, but isn't there a better way to get the "Warcraft III-ish Glove of haste" effect?
Any help is very much appreciated :)
Thanks in advance
[Edit] Ok nevermind, found out that the weapons Damage-Point is responsible for start-delay of the attack
Too bad, i cannot modify that value in the Behavior modifications :/
Well, whoever 'shoots first' has more to do with the Damage Point (Lower = less delay before firing, after initiation and being in range), Minimum Scan Range (Range at which an attack may be initiated), Backswing (Delay that occurs after switching targets) and Random Delay (Usually very short) fields in the Weapon's info section, rather than simply being based off of Attack Speed (Period duration).
While i don't personally know how to change Weapon statistics via behaviors (Maybe someone else on here does?), and i doubt you want to make a copy of each weapon in your map that has modified stats for the Gloves of Haste item (You could have the weapons switch out when the item is equipped), you could consider messing around with the Time Scale (Across-the-board speed boost) field and see if combinations of that, plus changes to Regeneration, Move-Speed, Etc. rates would get you want you want.
Well, whoever 'shoots first' has more to do with the Damage Point (Lower = less delay before firing, after initiation and being in range), Minimum Scan Range (Range at which an attack may be initiated), Backswing (Delay that occurs after switching targets) and Random Delay (Usually very short) fields in the Weapon's info section, rather than simply being based off of Attack Speed (Period duration).
While i don't personally know how to change Weapon statistics via behaviors (Maybe someone else on here does?), and i doubt you want to make a copy of each weapon in your map that has modified stats for the Gloves of Haste item (You could have the weapons switch out when the item is equipped), you could consider messing around with the Time Scale (Across-the-board speed boost) field and see if combinations of that, plus changes to Regeneration, Move-Speed, Etc. rates would get you want you want.
Yeah exactly. But everything is fine for me now, as i changed the damge point to 0.2f (previously 0.05f). And i checked the attack speed multiplier, it will modify the damage point, so for example if you have an item which increases the attack speed by 50% (1.5 as multiplier) it would decrease the damage point by 50%, which is the exact behavior i want to achieve :D
So lets create an example of how the item works: Two heroes (both are ranged with the same gun), but one has the glove of haste in his inventory. Now both attack each other, guess who will shoot first? Of course the one with the gloves in his inventory.
Incorrect. The first to fire a ranged missile would be the one with the lowest animation back swing. This is because he would take the least amount of time from "attacking" until the missile is launched.
In WC3 the gloves only reduced the cooldown period between attacks. This would mean that...
Quote:
So lets create an example of how the item works: Two heroes (both are ranged with the same gun so same attack speed and animation backswing), but one has the glove of haste in his inventory. Now both attack each other. After the first hit (which is fired at approximately the same time subject to variaence) the one with the item glove of haste shoots 23% sooner than the one without.
Remember that WC3 was capped at +400% faster attack speed (additive) and -80% faster attack speed.
Quote:
Now back to Starcraft II Data Editor When I set the behavior: "Combat: Attack Speed Multiplier" and test the given example above it will not work. As far as I see, "Combat: Attack Speed Multiplier" only decreases the duration how long the hero must wait in order to shoot again, which isn't the effect i want to achieve.
Except this is exactly how the item worked in WC3. It did not make you shoot any sooner as animation backswing determined that. Instead it only lowered the cooldown between attacks. You could undershoot the hard-cap of +400% faster attack speed simply by using a unit with a high animation backswing.
The only difference between WC3 and SC2 is in how they stack. In WC3 it was additive so 5 different +80% attack speed sources would max you out at +400%. In SC2 they are multiplicative so the same 5 different +80% sources result in +1790% attack speed. Also in SC2 the maximum attack speed is only 1 attack per frame so exactly 16 times per game second while in WC3 it was considerably lower with >40 attacks per second being possible (if backswing allowed it). In SC2 backswing seems to scale with attack speed by increasing unit animation speed to compensate, a feature lacking in WC3.
Hello everyone,
i am trying to create the item "Gloves of haste" from Warcraft 3 in SC2.
The thing is, if you carry the item in Warcraft 3, it gives you 15% or 20% attack-speed.
So lets create an example of how the item works: Two heroes (both are ranged with the same gun), but one has the glove of haste in his inventory. Now both attack each other, guess who will shoot first? Of course the one with the gloves in his inventory.
Now back to Starcraft II Data Editor When I set the behavior: "Combat: Attack Speed Multiplier" and test the given example above it will not work. As far as I see, "Combat: Attack Speed Multiplier" only decreases the duration how long the hero must wait in order to shoot again, which isn't the effect i want to achieve.
I've tried to add some small range and so on, but isn't there a better way to get the "Warcraft III-ish Glove of haste" effect?
Any help is very much appreciated :)
Thanks in advance
[Edit] Ok nevermind, found out that the weapons Damage-Point is responsible for start-delay of the attack Too bad, i cannot modify that value in the Behavior modifications :/
@paku901: Go
Well, whoever 'shoots first' has more to do with the Damage Point (Lower = less delay before firing, after initiation and being in range), Minimum Scan Range (Range at which an attack may be initiated), Backswing (Delay that occurs after switching targets) and Random Delay (Usually very short) fields in the Weapon's info section, rather than simply being based off of Attack Speed (Period duration).
While i don't personally know how to change Weapon statistics via behaviors (Maybe someone else on here does?), and i doubt you want to make a copy of each weapon in your map that has modified stats for the Gloves of Haste item (You could have the weapons switch out when the item is equipped), you could consider messing around with the Time Scale (Across-the-board speed boost) field and see if combinations of that, plus changes to Regeneration, Move-Speed, Etc. rates would get you want you want.
Yeah exactly. But everything is fine for me now, as i changed the damge point to 0.2f (previously 0.05f). And i checked the attack speed multiplier, it will modify the damage point, so for example if you have an item which increases the attack speed by 50% (1.5 as multiplier) it would decrease the damage point by 50%, which is the exact behavior i want to achieve :D
Incorrect. The first to fire a ranged missile would be the one with the lowest animation back swing. This is because he would take the least amount of time from "attacking" until the missile is launched.
In WC3 the gloves only reduced the cooldown period between attacks. This would mean that...
Remember that WC3 was capped at +400% faster attack speed (additive) and -80% faster attack speed.
Except this is exactly how the item worked in WC3. It did not make you shoot any sooner as animation backswing determined that. Instead it only lowered the cooldown between attacks. You could undershoot the hard-cap of +400% faster attack speed simply by using a unit with a high animation backswing.
The only difference between WC3 and SC2 is in how they stack. In WC3 it was additive so 5 different +80% attack speed sources would max you out at +400%. In SC2 they are multiplicative so the same 5 different +80% sources result in +1790% attack speed. Also in SC2 the maximum attack speed is only 1 attack per frame so exactly 16 times per game second while in WC3 it was considerably lower with >40 attacks per second being possible (if backswing allowed it). In SC2 backswing seems to scale with attack speed by increasing unit animation speed to compensate, a feature lacking in WC3.
@ImperialGood: Go
Thank you for the good explanation :)