I have several questions that I really want to know the answer to. Before you go on, do know that I tried googling these problems but I couldn't find the combination of words that wouldn't lead me to something completely different from what I want. I COULD read the wikis and tutorials extensively but I wouldn't even have an idea where to start looking for these answers.
First question; is it possible to make second "states" of already existing elements or mechanics without relying too much on triggers (or anything other than data) to make them? For example: Every time Unit Type A kills any other unit, he gains 1 counter. Unit B is the exact same, but gains 2 counter instead of 1 when it kills. Is there a way to put this type of effect in the Data editor, and whenever I want to create a similar unit type but with different counter-gaining values, I simply need to set the value to this new field (or what ever it may be) to 1, 2, or whatever else I want? I know this can be very easily done in the trigger editor, but I would like to make it much easier and faster to create.
Second example, would be if its possible to make a second type of shield. Currently, theres the possibility to add the normal protoss shield. Is there a way to add another shield type in the Data editor so I can quickly create new units with this second type of shield (and not have to rely solely on triggers to do it).
Same would go to a second type of "invisibility" that can only be detected with a second type of "true sight". Again, if it can be implemented into the data editor like:
Unit is 2nd type invisible: True/False
Unit is 2nd type Detector: True/False
If all of this (or even part) is possible, can anybody explain how or point to a tutorial.
I know it's kind of complicated what I am asking but I would be immensely grateful for any and all help given!
1) You'll need either a new Damage Response buff for each stack count, or you mash them all together into one and use Combine-OR validators to make a whitelist of unit types for each one. You'd also have to place the Damage Response on every unit that's supposed to gain stacks.
2) A "Mana Shield" type setup should be doable for using energy as shields, other than that the 3 existing "Vitals" are hardcoded. "Wild Mutation" from HotS campaign uses Protoss shields btw, just recolored.
3) Dummy buffs to mark "cloaked" units and "detectors", and an Enumerate Area validator on the cloak (or pulsing aura on the detector) should be enough for 1v1, along with something to exclude targeting a "cloaked" unit. For additional spectators it'll probably be much more complex, as the "revealed" state would have to be tracked per player somehow. Even then it's probably trivial to do the visuals right, the problem is making sure units don't auto-target without detection. And ally shared sight will be a nightmare.
Hey all,
I have several questions that I really want to know the answer to. Before you go on, do know that I tried googling these problems but I couldn't find the combination of words that wouldn't lead me to something completely different from what I want. I COULD read the wikis and tutorials extensively but I wouldn't even have an idea where to start looking for these answers.
First question; is it possible to make second "states" of already existing elements or mechanics without relying too much on triggers (or anything other than data) to make them? For example: Every time Unit Type A kills any other unit, he gains 1 counter. Unit B is the exact same, but gains 2 counter instead of 1 when it kills. Is there a way to put this type of effect in the Data editor, and whenever I want to create a similar unit type but with different counter-gaining values, I simply need to set the value to this new field (or what ever it may be) to 1, 2, or whatever else I want? I know this can be very easily done in the trigger editor, but I would like to make it much easier and faster to create.
Second example, would be if its possible to make a second type of shield. Currently, theres the possibility to add the normal protoss shield. Is there a way to add another shield type in the Data editor so I can quickly create new units with this second type of shield (and not have to rely solely on triggers to do it).
Same would go to a second type of "invisibility" that can only be detected with a second type of "true sight". Again, if it can be implemented into the data editor like:
Unit is 2nd type invisible: True/False
Unit is 2nd type Detector: True/False
If all of this (or even part) is possible, can anybody explain how or point to a tutorial.
I know it's kind of complicated what I am asking but I would be immensely grateful for any and all help given!
1) You'll need either a new Damage Response buff for each stack count, or you mash them all together into one and use Combine-OR validators to make a whitelist of unit types for each one. You'd also have to place the Damage Response on every unit that's supposed to gain stacks.
2) A "Mana Shield" type setup should be doable for using energy as shields, other than that the 3 existing "Vitals" are hardcoded. "Wild Mutation" from HotS campaign uses Protoss shields btw, just recolored.
3) Dummy buffs to mark "cloaked" units and "detectors", and an Enumerate Area validator on the cloak (or pulsing aura on the detector) should be enough for 1v1, along with something to exclude targeting a "cloaked" unit. For additional spectators it'll probably be much more complex, as the "revealed" state would have to be tracked per player somehow. Even then it's probably trivial to do the visuals right, the problem is making sure units don't auto-target without detection. And ally shared sight will be a nightmare.