In my MOD I try to add a high ground system. This means that units who are at a higher ground get some kind of bonus. This shall work in every map I play the MOD with. But I do not know how to create this.
Possible bonus systems:
- Units on low ground that attacks units on high ground deals 50% less damage.
- Units on low ground that attacks units on high ground has a 50% chance to miss.
- All units on high ground that attacks units on low ground deals more damage or gain extra attack range.
Depending on how hard this is to create, I will probably use one of the ones above.
Any ideas on how to make a complete high ground bonus system?
You could create a new behavior (buff) for the units (hidden) use the validator "Location Compare Cliff Level". So for example if a unit on lower grounds attack a unit on higher grounds than the validator will be true and u can go into "Behavior:Modification+" and change the damage
Yes two actually, one for units on upper cliff and one for units on lower cliff. Thats the best way as i see it, unless u do it in triggers but better in data if u can
As the damage scale can be done using % via buffs you just need 3 buffs for simplicity of application. The first buff applies the other two and they are validated. Only trouble is how to determine what the target is as buffs assume the target is the caster unless specified otherwise by an effect (arent aliases useful). This issue has come up before in a thread, forget the name. Look it up!
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... Only trouble is how to determine what the target is as buffs assume the target is the caster unless specified otherwise by an effect (arent aliases useful). ..
How can the game if a unit on low ground attacks a unit on high ground,. how can it know that the enemy is on high ground?
Well it works perfectly fine if u give the weapon 3 dmage effect and use a validator for each - cliff level equal, cliff level greater and cliff level lesser. //
I also tried giving the unit 2 behaviors, with validator cliff greater and lesser, and modifying the attack speed. Now if the unit is on high ground its attackspeed changes, but not on the lowerground and the change is the same for shooting down from the cliff as shooting atsomething at the same cliff. Specifying the effect did not work either.
What does work instead is a simple trigger with
Event: Any unit takes damage...
Condition: Cliff level of triggering unit > Damaging unit
Action: Set triggering unit life to triggering unit current life - triggering damage amount * X
In my MOD I try to add a high ground system. This means that units who are at a higher ground get some kind of bonus. This shall work in every map I play the MOD with. But I do not know how to create this.
Possible bonus systems:
- Units on low ground that attacks units on high ground deals 50% less damage.
- Units on low ground that attacks units on high ground has a 50% chance to miss.
- All units on high ground that attacks units on low ground deals more damage or gain extra attack range.
Depending on how hard this is to create, I will probably use one of the ones above.
Any ideas on how to make a complete high ground bonus system?
@Kabelkorven: Go
I think use the validator "Location Compare Cliff Level" and if the attacker is lower or higher up then it can deal bonus damage, or lose some
You could create a new behavior (buff) for the units (hidden) use the validator "Location Compare Cliff Level". So for example if a unit on lower grounds attack a unit on higher grounds than the validator will be true and u can go into "Behavior:Modification+" and change the damage
So each unit in the game needs to have a hidden buff?
@Kabelkorven: Go
Yes two actually, one for units on upper cliff and one for units on lower cliff. Thats the best way as i see it, unless u do it in triggers but better in data if u can
As the damage scale can be done using % via buffs you just need 3 buffs for simplicity of application. The first buff applies the other two and they are validated. Only trouble is how to determine what the target is as buffs assume the target is the caster unless specified otherwise by an effect (arent aliases useful). This issue has come up before in a thread, forget the name. Look it up!
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
I´ve looked it up and I found this thread: http://www.sc2mapster.com/forums/development/data/36050-high-ground-mechanic/
He has a complete high ground system but no map or descritpion on how to make it.. :(
Anyone wanna give me a helping hand on how to create this high ground system?
How can the game if a unit on low ground attacks a unit on high ground,. how can it know that the enemy is on high ground?
@Kabelkorven: Go
Well it works perfectly fine if u give the weapon 3 dmage effect and use a validator for each - cliff level equal, cliff level greater and cliff level lesser. //
I also tried giving the unit 2 behaviors, with validator cliff greater and lesser, and modifying the attack speed. Now if the unit is on high ground its attackspeed changes, but not on the lowerground and the change is the same for shooting down from the cliff as shooting atsomething at the same cliff. Specifying the effect did not work either.
What does work instead is a simple trigger with
Event: Any unit takes damage...
Condition: Cliff level of triggering unit > Damaging unit
Action: Set triggering unit life to triggering unit current life - triggering damage amount * X
Do another trigger but the other way
Since I am making a MOD I would prefer that the high ground system is in the data editor. Otherwise I must import the trigger to each individual map
http://www.teamliquid.net/forum/viewmessage.php?topic_id=304955
If anyone would like to show me a test map of this, I would be happy. Still having huge problems with it :(
For future generations who will find this thread, I now present to you the complete high ground system: http://www.teamliquid.net/forum/viewmessage.php?topic_id=335595
So easy it can be sometimes :)