Introduction
I have a unit that creates three different colors of balls. They act as interceptors and attack. They each have a limit of 10 (I think) and that all works fine.
Problem
I have another ability on that unit that creates a Yamato-type shot at a targeted enemy. This ability is supposed to use up 5 Red balls and 3 Yellow Balls. I don't know how to make it work.
Solutions I have Tried
The attached map includes some triggers that I tried to use to increase the magazine by a negative number when it was used, but no avail.
I also tried using the ability's cost an "Info - Count" decrease, but I realised that you would only be able to decrease one of the three. I haven't tried it, but I don't think it works anyway.
You need to apply a buff onto the interceptors at launch that then feeds back a counter buff which can then be used for the ability requirements and when used has a periodic effect that tells the balls to start suiciding one at a time.
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Oh yeah, forgot about the issue with the caster when buffs are stacked. You need the ammo units to search using the launch effect and apply a buff to themselves. You then use a Order Queue validator that checks if the target of the search (your main unit) is using the ability, this then activates the buff. The buff then applies a buff to the target of the search effect which feeds back to suicide the unit in exchange for a counter buff stack using the target of the search effect.
A counter buff is a stackable buff used for numeric comparison by requirements and/or validators, it is a buff used for counting.
Sorry, but i've been loking at your post for awhile now, but still can't understand what i need to do. I even drew a picture for myself.
So far, I get that I need to make the Use Magazine effect's Ammo Effect to make the ammo units Search Area for the casting unit. The ammo units also need to apply a Buff behavior to themselves. (I would use a set for that, right?) The Search Area then uses the buff's Unit Order Queue validator to check to see if the Main Unit is using the Test ability. If it is, it activates a Buff behavior. That's where I stopped understanding. What exactly does the main unit's validator-activated buff do?
There is an issue with the launch effect of the Arm Magazine ability where the ammo units are known as the caster and not the main unit. That is why you need a workaround to link the ammo unit and the main unit together. Above the value field is an effect field that uses a previous effect in the effect tree as a frame of reference for the value, as all this will be the same effect tree it can be used to target the main unit remotely.
The general layout of the effect tree is the Effect - Effects - Launch effect of your Arm Magazine ability uses a Search Area effect with a very low radius and can only target one unit, this applies a Set effect that is validated with a Unit Type validator so it can only target the main unit. The set effect then uses an Apply Behavior effect to apply a Buff back onto the caster linking them together. The buff is deactivated using a Unit Order Queue validator that uses the target of the search or set effects to validate if the main unit is using the ability. The buff activates and then uses a rapid periodic Apply Behavior effect onto the main unit using the search or set effect target used previously as a frame of reference. The buff applied to the caster then uses an initial effect of a Set effect that uses a Damage effect on the caster (ammo unit) to instantly kill it and an Apply Behavior effect on the source (your main unit) to apply a stackable third buff used for the ability. The Apply Behavior effect that applies the second buff is validated with a Unit Compare Behavior Count validator or a Combine validator that uses several of the previous so that only the correct amount of ammo units die.
This method only works if the ammo units are not inside the hangar. I have not tried targeting units inside the hangar before but a 0 radius search that requires hidden might work.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Sorry for making you go through all that work of telling me what to do for almost no reason, but would it be easier to assume that the launch effect worked? I can wait until Blizzard fixes it. If it would be easier, could you tell me how to do it that way instead?
Also, If you could tell me how to make them constantly orbit outside of the navigator, that would be useful.
Dont think blizzard will fix it. If the main unit was known as the caster you could just refer to it directly as the caster and avoid having the search area. You would apply a buff to the ammo unit that validates if the caster was using the ability that then applies the buff to the caster with the initials that suicides and adds the counter buff so pretty similar to the other method near the end.
As long as the magazine is internal they will automatically return as soon as the main unit stops attacking. To a small extent this can be countered by giving them a buff that used a lag inducingly fast search that uses an Issue Order effect to keep them busy. It would be easier just to have an external magazine and give them a Wander type behaviour.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Introduction
I have a unit that creates three different colors of balls. They act as interceptors and attack. They each have a limit of 10 (I think) and that all works fine.
Problem
I have another ability on that unit that creates a Yamato-type shot at a targeted enemy. This ability is supposed to use up 5 Red balls and 3 Yellow Balls. I don't know how to make it work.
Solutions I have Tried
The attached map includes some triggers that I tried to use to increase the magazine by a negative number when it was used, but no avail.
I also tried using the ability's cost an "Info - Count" decrease, but I realised that you would only be able to decrease one of the three. I haven't tried it, but I don't think it works anyway.
You need to apply a buff onto the interceptors at launch that then feeds back a counter buff which can then be used for the ability requirements and when used has a periodic effect that tells the balls to start suiciding one at a time.
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
How would I make a buff feed back a counterbuff? I'm not sure what a counterbuff is.
Oh yeah, forgot about the issue with the caster when buffs are stacked. You need the ammo units to search using the launch effect and apply a buff to themselves. You then use a Order Queue validator that checks if the target of the search (your main unit) is using the ability, this then activates the buff. The buff then applies a buff to the target of the search effect which feeds back to suicide the unit in exchange for a counter buff stack using the target of the search effect.
A counter buff is a stackable buff used for numeric comparison by requirements and/or validators, it is a buff used for counting.
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
Sorry, but i've been loking at your post for awhile now, but still can't understand what i need to do. I even drew a picture for myself.
So far, I get that I need to make the Use Magazine effect's Ammo Effect to make the ammo units Search Area for the casting unit. The ammo units also need to apply a Buff behavior to themselves. (I would use a set for that, right?) The Search Area then uses the buff's Unit Order Queue validator to check to see if the Main Unit is using the Test ability. If it is, it activates a Buff behavior. That's where I stopped understanding. What exactly does the main unit's validator-activated buff do?
There is an issue with the launch effect of the Arm Magazine ability where the ammo units are known as the caster and not the main unit. That is why you need a workaround to link the ammo unit and the main unit together. Above the value field is an effect field that uses a previous effect in the effect tree as a frame of reference for the value, as all this will be the same effect tree it can be used to target the main unit remotely.
The general layout of the effect tree is the Effect - Effects - Launch effect of your Arm Magazine ability uses a Search Area effect with a very low radius and can only target one unit, this applies a Set effect that is validated with a Unit Type validator so it can only target the main unit. The set effect then uses an Apply Behavior effect to apply a Buff back onto the caster linking them together. The buff is deactivated using a Unit Order Queue validator that uses the target of the search or set effects to validate if the main unit is using the ability. The buff activates and then uses a rapid periodic Apply Behavior effect onto the main unit using the search or set effect target used previously as a frame of reference. The buff applied to the caster then uses an initial effect of a Set effect that uses a Damage effect on the caster (ammo unit) to instantly kill it and an Apply Behavior effect on the source (your main unit) to apply a stackable third buff used for the ability. The Apply Behavior effect that applies the second buff is validated with a Unit Compare Behavior Count validator or a Combine validator that uses several of the previous so that only the correct amount of ammo units die.
This method only works if the ammo units are not inside the hangar. I have not tried targeting units inside the hangar before but a 0 radius search that requires hidden might work.
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
Sorry for making you go through all that work of telling me what to do for almost no reason, but would it be easier to assume that the launch effect worked? I can wait until Blizzard fixes it. If it would be easier, could you tell me how to do it that way instead?
Also, If you could tell me how to make them constantly orbit outside of the navigator, that would be useful.
Dont think blizzard will fix it. If the main unit was known as the caster you could just refer to it directly as the caster and avoid having the search area. You would apply a buff to the ammo unit that validates if the caster was using the ability that then applies the buff to the caster with the initials that suicides and adds the counter buff so pretty similar to the other method near the end.
As long as the magazine is internal they will automatically return as soon as the main unit stops attacking. To a small extent this can be countered by giving them a buff that used a lag inducingly fast search that uses an Issue Order effect to keep them busy. It would be easier just to have an external magazine and give them a Wander type behaviour.
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
Yeah, I am considered a guru in data and still learning parts of the data editor let alone triggers, not touched those yet.
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