In the map I just changed the marine weapon to use a set that applies a buff with a 10 sec duration to the caster that had a +1 bonus to shield max. The set effect was validated by one of many Location Compare Cliff Level validators. I had two marines on each cliff level and a flying unit over deep chasm. I had tested all logic operations and several value settings and left the results in the editor comments. In short I made the marines attack each other on the same or different cliff heights and if they got a shield the validator was returning true.
Seems the long and the short of it is that if you put anything in the Target: Other Location - Value field it just uses the logic operation between the two units/points and completely ignores the Validator: Value setting. If that field is left blank it now uses the cliff level index slot as the value as opposed to the Cliff Height values under the Terrain Cliff Meshes data type like it used to. So in short a Validator: Value setting of 0 is always deep chasm, 1 is the lowest walkable cliff level etc.
With your problem are you using the Combat: Damage Response - Validator Array field?
The way you describe it, the Location Compare Cliff Level validators work exactly as I expected it. Well. That's good. But in Target: Other Location - Value is "Origin unit" and if the Effect which uses the validator doesn't provide this input, the validator goes back to the Validator: Value field. I guess there are means to debug this, if one knows the editor better, so you get a message ingame like "Validator blabla didn't get a value in field blubblub"...
I'm not using a Combat: Damage Response, instead I go nearly the same route you did with the Marine, a Switch before the Damage effect is applied, with the Location Compare Cliff Level validator. If the unit is shooting upcliff, the Switch redirects to a cloned Damage effect, which has a 0.5 chance. With the Colossus however I need to apply a buff and I didn't make it part of the Effect tree, so it didn't get it's value in Target: Other Location - Value I guess. I'll try with a Switch now as well.
The Switch Effect does apply the range buff, but it can only be used after the first shot. That's what I previously thought and why I didn't try the effect tree in the first place.
I tried also 2 weapons, one with a cliff level validator on the first effect. Didn't work either... Though I wonder if I just did something wrong.
And there's also the field Weapon: Acquire Cliff Level Range on the weapon, which I don't know what it does. At least for what I'm trying it doesn't work.
Get the weapon to apply a Set effect to the target. You can then use that set effect to specify the target unit for the validators.
As stated if you are having different increments for different cliff heights you will need to use combine validators. In my newest version of the auto harvester demo map I use Location Compare Cliff Level validators do determine how high the actors scale.
The acquire range is how far the target unit must be from the caster before the weapon will tell the caster unit to start moving to attack.
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Thx, DrSuperEvil, but it doesn't work. I tested it without any Validator, the buff Behavior with the range is applied after the first shot, and that's undesirable. I don't think the problem lies with the Location Compare Cliff Level, it works fine for all other cases, except with range. I guess because the damage or evade values are decided at the end of the effect tree, so all I need is a switch before that, while the range is decided with the weapon at the beginning.
Hm. :O How do you say it in english: are talking at cross-purposes? All units except Colossus work fine, they have their miss chance at the last effect of the tree, the damage effect. For Colossus I wanted to manipulate the range, which is determined at the start of the tree, what makes it hard to change something about it.
Wtf, it should be 29kb!
Wont even let me down load it for some reason.
How are you meant to upload maps with this new site?
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Don't know. I don't even know what's changed. Hm... Is it too difficult to explain? The map I mean.
In the map I just changed the marine weapon to use a set that applies a buff with a 10 sec duration to the caster that had a +1 bonus to shield max. The set effect was validated by one of many Location Compare Cliff Level validators. I had two marines on each cliff level and a flying unit over deep chasm. I had tested all logic operations and several value settings and left the results in the editor comments. In short I made the marines attack each other on the same or different cliff heights and if they got a shield the validator was returning true.
Seems the long and the short of it is that if you put anything in the Target: Other Location - Value field it just uses the logic operation between the two units/points and completely ignores the Validator: Value setting. If that field is left blank it now uses the cliff level index slot as the value as opposed to the Cliff Height values under the Terrain Cliff Meshes data type like it used to. So in short a Validator: Value setting of 0 is always deep chasm, 1 is the lowest walkable cliff level etc.
With your problem are you using the Combat: Damage Response - Validator Array field?
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
The way you describe it, the Location Compare Cliff Level validators work exactly as I expected it. Well. That's good. But in Target: Other Location - Value is "Origin unit" and if the Effect which uses the validator doesn't provide this input, the validator goes back to the Validator: Value field. I guess there are means to debug this, if one knows the editor better, so you get a message ingame like "Validator blabla didn't get a value in field blubblub"...
I'm not using a Combat: Damage Response, instead I go nearly the same route you did with the Marine, a Switch before the Damage effect is applied, with the Location Compare Cliff Level validator. If the unit is shooting upcliff, the Switch redirects to a cloned Damage effect, which has a 0.5 chance. With the Colossus however I need to apply a buff and I didn't make it part of the Effect tree, so it didn't get it's value in Target: Other Location - Value I guess. I'll try with a Switch now as well.
All right. Nothing works.
The Switch Effect does apply the range buff, but it can only be used after the first shot. That's what I previously thought and why I didn't try the effect tree in the first place.
I tried also 2 weapons, one with a cliff level validator on the first effect. Didn't work either... Though I wonder if I just did something wrong.
And there's also the field Weapon: Acquire Cliff Level Range on the weapon, which I don't know what it does. At least for what I'm trying it doesn't work.
>:-[
Get the weapon to apply a Set effect to the target. You can then use that set effect to specify the target unit for the validators.
As stated if you are having different increments for different cliff heights you will need to use combine validators. In my newest version of the auto harvester demo map I use Location Compare Cliff Level validators do determine how high the actors scale.
The acquire range is how far the target unit must be from the caster before the weapon will tell the caster unit to start moving to attack.
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
Thx, DrSuperEvil, but it doesn't work. I tested it without any Validator, the buff Behavior with the range is applied after the first shot, and that's undesirable. I don't think the problem lies with the Location Compare Cliff Level, it works fine for all other cases, except with range. I guess because the damage or evade values are decided at the end of the effect tree, so all I need is a switch before that, while the range is decided with the weapon at the beginning.
Multiple hidden weapons?
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Tried it as well. Although I didn't experiment with it all that much. I'm close to giving up.
I would just make the weapons have a miss chance as opposed to giving all units a dodge chance.
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Hm. :O How do you say it in english: are talking at cross-purposes? All units except Colossus work fine, they have their miss chance at the last effect of the tree, the damage effect. For Colossus I wanted to manipulate the range, which is determined at the start of the tree, what makes it hard to change something about it.
With the colossus weapon it uses a Create Persistent effect so you would need to apply your switch as the periodic effect.
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