I am making a debuff aura for zerg, here's how its going to work. It is a toggle function aura originating from a building reaching all over the map, which when active, reduces all terran and protoss ground units movement speed and armor, but only when walking on creep.
I would like it to only affect enemy terrans and protoss units, and if possible, to affect zerg units aswell. The problem is, i dont think creep has any "owner" tag meaning there is no way to determine if a zerg is walking on enemy creep or friendly creep. Dont know if im right here.
If "parasite aura" is active, all protoss and terran ground units will suffer armor and move-speed penalties _on creep_. It is very important that the aura can be deactivated, because it might cause some disadvantages in team games. If possible, make it work versus enemy zergs aswell.
You will need the on creep validator and a modified IS Zerg validator set to Not Equal To. For the actual aura use a Behavior ability for the toggle the applies a Buff behavior giving off a periodic Search Area effect with the filters set to enemy and player/allies excluded. The Search area effect then uses an Apply Behavior effect to apply the aura Buff behavior which has a duration of just under the period of the applying buff, this buff has your validators and affects the units speed/armor.
For your creep ownership issue please refer to the forum thread where i gave a possible method of overcomming the issue. An alternative would simply be to get your building to have an aura that applies a second aura emitter to all creep producing structures/units with an area the size of the creep they make using a Unit Type validator which can only target Player/Allied units.
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On Creep is a Location Creep validator. Is Zerg is a Unit Compare Field validator. The Is Zerg validator needs to be copied and modified by changing the validator - Compare field from Equal To to Not Equal To. The combination of these two validators mean that the applied aura buff will be disabled if the unit is zerg and is not on creep. Under abilities there is an ability type called Behavior, this is used by several units including the ghosts cloak, it allows the activation/deactivation of a behavior. Get the behavior to add a Buff type behavior that has the following fields modified. The Effect - Effect - Periodic field must be changed to a Search Area effect which will be covered later. Set the Stats - Period field to the smallest number possible (0.017), this means the periodic effect is used 16 times a second. Under the Search Area effect change the Search - Search Filters field so that only the enemy and neutral box is checked and that missile, dead and invulnerable are excluded. Under the same efffect the Search - Areas - Effect field should be set to an Apply Behavior effect. The Apply Behavior effect has the Behavior - Behavior field set to your aura buff (the one with the two validators). Your aura Buff behavior has the Behavior - Validators (Disable) set to the two validators mentioned earlier. The Stats - Duration field must be set to just longer than the interval of your Search Area applying buff's periodic effect. Now to get the desired effects on targeted units you need to change Movement - Modification - Movement Speed Multiplier field to how much % you want the enemy slowed (1 being normal speed 2 being 2x and 0.5 being half) and the Unit - Modification - Life Armor Bonus/Multiplier fields to adjust their armor.
For the determination of who owns creep there is no simple answer. The most efficient way would be to use triggers to give some weighted proximity value for every creep spawner both friendly and enemy to determine who owns which point. This is beyond my knowledge. You could also do a more crude method by giving each unit several Search Area rings that apply a counter Buff behavior for enemy and friendly creep sources. As there is overlap with the inner rings there would be a greater weighting in stacking of the counter buffs the closer the unit is the the creep source. A simple requirement that compares the ratios of the two buffs (friendly vs enemy) can then be used by a buff that the unit has constantly to enable the desired effects.
For the final method I mentioned you are after gining you building a global aura that then applies aura behaviors to all creep sources you and maybe your allies own. Have the Behavior ability add a buff with a periodic Search Area effect as mentioned previously. Have the search filter boxes checked with player and ally and targets all units with a Set effect that has several Apply Behavior effects. Each apply behavior effect applies a different aura with validators of the Unit Type variety to make sure the aura is only applied the the right units. The applied auras are the same as the last aura buff except the radius is made to be the right size for the area of creep spawned by each creep source. The behaviors applyied by the sub buffs are all the same being the behavior with the lower enemy armor and speed.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
I am making a debuff aura for zerg, here's how its going to work. It is a toggle function aura originating from a building reaching all over the map, which when active, reduces all terran and protoss ground units movement speed and armor, but only when walking on creep.
I would like it to only affect enemy terrans and protoss units, and if possible, to affect zerg units aswell. The problem is, i dont think creep has any "owner" tag meaning there is no way to determine if a zerg is walking on enemy creep or friendly creep. Dont know if im right here.
If "parasite aura" is active, all protoss and terran ground units will suffer armor and move-speed penalties _on creep_. It is very important that the aura can be deactivated, because it might cause some disadvantages in team games. If possible, make it work versus enemy zergs aswell.
There is no owner tag for creep, but you can check if the unit is within range of a creep node, hatchery, lair, or hive AND is on creep.
I think there is a behavior or something that powers the zerg units that are on creep. If u can use that behavior o "power" that skill?
You will need the on creep validator and a modified IS Zerg validator set to Not Equal To. For the actual aura use a Behavior ability for the toggle the applies a Buff behavior giving off a periodic Search Area effect with the filters set to enemy and player/allies excluded. The Search area effect then uses an Apply Behavior effect to apply the aura Buff behavior which has a duration of just under the period of the applying buff, this buff has your validators and affects the units speed/armor.
For your creep ownership issue please refer to the forum thread where i gave a possible method of overcomming the issue. An alternative would simply be to get your building to have an aura that applies a second aura emitter to all creep producing structures/units with an area the size of the creep they make using a Unit Type validator which can only target Player/Allied units.
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
Im trying but i cant find all that stuff ur talking about, would be nice with a more detailed explanation.
On Creep is a Location Creep validator. Is Zerg is a Unit Compare Field validator. The Is Zerg validator needs to be copied and modified by changing the validator - Compare field from Equal To to Not Equal To. The combination of these two validators mean that the applied aura buff will be disabled if the unit is zerg and is not on creep. Under abilities there is an ability type called Behavior, this is used by several units including the ghosts cloak, it allows the activation/deactivation of a behavior. Get the behavior to add a Buff type behavior that has the following fields modified. The Effect - Effect - Periodic field must be changed to a Search Area effect which will be covered later. Set the Stats - Period field to the smallest number possible (0.017), this means the periodic effect is used 16 times a second. Under the Search Area effect change the Search - Search Filters field so that only the enemy and neutral box is checked and that missile, dead and invulnerable are excluded. Under the same efffect the Search - Areas - Effect field should be set to an Apply Behavior effect. The Apply Behavior effect has the Behavior - Behavior field set to your aura buff (the one with the two validators). Your aura Buff behavior has the Behavior - Validators (Disable) set to the two validators mentioned earlier. The Stats - Duration field must be set to just longer than the interval of your Search Area applying buff's periodic effect. Now to get the desired effects on targeted units you need to change Movement - Modification - Movement Speed Multiplier field to how much % you want the enemy slowed (1 being normal speed 2 being 2x and 0.5 being half) and the Unit - Modification - Life Armor Bonus/Multiplier fields to adjust their armor.
For the determination of who owns creep there is no simple answer. The most efficient way would be to use triggers to give some weighted proximity value for every creep spawner both friendly and enemy to determine who owns which point. This is beyond my knowledge. You could also do a more crude method by giving each unit several Search Area rings that apply a counter Buff behavior for enemy and friendly creep sources. As there is overlap with the inner rings there would be a greater weighting in stacking of the counter buffs the closer the unit is the the creep source. A simple requirement that compares the ratios of the two buffs (friendly vs enemy) can then be used by a buff that the unit has constantly to enable the desired effects.
For the final method I mentioned you are after gining you building a global aura that then applies aura behaviors to all creep sources you and maybe your allies own. Have the Behavior ability add a buff with a periodic Search Area effect as mentioned previously. Have the search filter boxes checked with player and ally and targets all units with a Set effect that has several Apply Behavior effects. Each apply behavior effect applies a different aura with validators of the Unit Type variety to make sure the aura is only applied the the right units. The applied auras are the same as the last aura buff except the radius is made to be the right size for the area of creep spawned by each creep source. The behaviors applyied by the sub buffs are all the same being the behavior with the lower enemy armor and speed.
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