Hi, could you guys explain me how to do the following things:
1) I would like one of my structures to deal 40 damage to its attacker each time she is hit. How can I do that ?
2) I have workers now, they harvest from resources, then go back to the resource drop-off to bring back their cargo. How can I make an upgrade (or a research-like thing) that would allow them to NOT go back to the drop-off, but that could directly give the resource when they are done harvesting, without moving away from the resource ?
3) How can I make an ability (of type effect-target) that will make the casting unit move to the point I clicked, as well as giving it additional speed ? It would be like a "SuperSpeed" ability but that only works in a direction ...
4) I would like to make a weapon with a ligthning beam (or maybe another beam). When I do a weapon with a projectile (missile), the damage effect is only applied when the missile HITS the target, which creates a little delay between the launch and impact, enabling two units to kill themselves simultaneously ... But How can I do a "slower" beam with a slightly delayed damage effect ?
Use a buff with a damage response on defender that uses a Damage effect to deal 40.
Either have an upgrade make the workers a drop off point (if possible) or get the upgrade to morph the workers into a version that acts as a drop off point. Else simulate the harvest using a smart command Effect - Target ability that is channelled and uses a Create Persistent effect that uses a periodic Set effect with a Modify Unit and Modify Player effect. The modify unit effect reduces the amount on the resource while the modify player gives you the amount harvested. You also have a buff that uses the same requirement as the ability to disable the harvest ability.
Effect - Target ability that uses a Set effect with a Create Persistent effect that uses a periodic Set effect with a Issue Order effect and an Apply Behavior effect. The issue order tells the unit to move to the point of the first set effect while the apply behaviour applies your speed buff. Play around with validators so when the unit is ordered to move, attack or patrol to any location other than that of the first set effect the persistent and buff are destroyed
Use a Create Persistent effect to do the delay and then play with animation speeds or use Site (Mover) type actors that move to the target.
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1)First one worked perfectly, thank you very much !:) (Damage response effect).
2) For the workers, I tried making an upgrade, but I can't set them to be a ressource drop-off from an upgrade ... :( But how can I make ALL my workers morph into another unit when an upgrade is done ? And will that automatically transform the new ones I create AFTER the upgrade ?
3) For the "Hyper-Space jump" ability, I had tried an "issue-command" effect with the move ability, and an "apply behaviour" effect, both placed in a set effect. That didn't work. Whenever I clicked somewhere, the unit was just moving to the target location, but the apply behavior effect was not applied.
So I placed both of my effects in a "Create persistent" effect, but now there was an awfull 1s delay, and the move ability automatically moved my unit at 7 O'clock ...
And why do you tell me in your suggesiton to use a Set, then a persistent, then ANOTHER Set ? Isn't that useless ?
My ability is really alike with one of Kerrigan's ability in the campaign (a charge-like ability). Do you know how that one is done ?
2) Automatic Morph ability that is disabled by requirements and the Train ability just hides and disables the old button while replacing it with the new one.
3) Not sure why you are having those issues, are you sure you have not set something to outer on the persistent. Make sure your apply behaviour effect is set to caster. Would like to see a pic of how you set up your persistent.
Reason there is the first set effect is because set effects can remember a point and be used as a frame of reference by downstream validators and effects. By having the set directly after the ability you can mark the point you clicked the ability at so you can tell your issue orders to move to the target of the set effect or if you are not moving to that point to remove the ability. Not yet had time to look at most of the hots abilities and currently not on a computer with access to the editor so cannot help you there.
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2) What do you mean by automatic ? I make a morph ability with auto-cast and auto-cast on, and I make a validator for the auto-cast to require the research to auto-cast ? Then I make another requirement that makes the button invisible (always). But if My button is hidden, will the auto-cast apply ??
3) Changed the ability, thanks anyway for your help, I just placed the apply behavior, much more simpler and still fun
• I'm making a "Star Trek" like map, with spaceships etc. ... I would like some of my ships to have to "activate" or "deactivate" their shield depending if there are enemies nearby, since keeping shields on will cost energy. Now the problem is, if I do a "behavior" type ability that applies a buff that gives the desired amount of shield, whenever they want, the triggering player just have to switch "off" and then back "on" the shields, and it will go back to its full capacity again ...
Is there a way that the game "remembers" the damage taken on the shields, so for exemple if they lost 50% of their shield, deactivate it, then reactivate it after it still has 50% of the maximum capacity ?
Also, if you see any other idea that could work to make an good "activate/deactivate" shield ability, feel free to tell it ...
That's what I feared ... :/ Thanks for the answer anyway
Oh well, I'll simply put a cooldown on the ability I guess.
For the shield, I made the shield's "sphere" in the model, with the radius I want, but how do I add the protoss shield visual when an impact is given ? Right now, all projectiles hit an invisible sphere around my unit.
Hi, could you guys explain me how to do the following things:
1) I would like one of my structures to deal 40 damage to its attacker each time she is hit. How can I do that ?
2) I have workers now, they harvest from resources, then go back to the resource drop-off to bring back their cargo. How can I make an upgrade (or a research-like thing) that would allow them to NOT go back to the drop-off, but that could directly give the resource when they are done harvesting, without moving away from the resource ?
3) How can I make an ability (of type effect-target) that will make the casting unit move to the point I clicked, as well as giving it additional speed ? It would be like a "SuperSpeed" ability but that only works in a direction ...
4) I would like to make a weapon with a ligthning beam (or maybe another beam). When I do a weapon with a projectile (missile), the damage effect is only applied when the missile HITS the target, which creates a little delay between the launch and impact, enabling two units to kill themselves simultaneously ... But How can I do a "slower" beam with a slightly delayed damage effect ?
Use a buff with a damage response on defender that uses a Damage effect to deal 40.
Either have an upgrade make the workers a drop off point (if possible) or get the upgrade to morph the workers into a version that acts as a drop off point. Else simulate the harvest using a smart command Effect - Target ability that is channelled and uses a Create Persistent effect that uses a periodic Set effect with a Modify Unit and Modify Player effect. The modify unit effect reduces the amount on the resource while the modify player gives you the amount harvested. You also have a buff that uses the same requirement as the ability to disable the harvest ability.
Effect - Target ability that uses a Set effect with a Create Persistent effect that uses a periodic Set effect with a Issue Order effect and an Apply Behavior effect. The issue order tells the unit to move to the point of the first set effect while the apply behaviour applies your speed buff. Play around with validators so when the unit is ordered to move, attack or patrol to any location other than that of the first set effect the persistent and buff are destroyed
Use a Create Persistent effect to do the delay and then play with animation speeds or use Site (Mover) type actors that move to the target.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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@DrSuperEvil: Go
1)First one worked perfectly, thank you very much !:) (Damage response effect).
2) For the workers, I tried making an upgrade, but I can't set them to be a ressource drop-off from an upgrade ... :( But how can I make ALL my workers morph into another unit when an upgrade is done ? And will that automatically transform the new ones I create AFTER the upgrade ?
3) For the "Hyper-Space jump" ability, I had tried an "issue-command" effect with the move ability, and an "apply behaviour" effect, both placed in a set effect. That didn't work. Whenever I clicked somewhere, the unit was just moving to the target location, but the apply behavior effect was not applied.
So I placed both of my effects in a "Create persistent" effect, but now there was an awfull 1s delay, and the move ability automatically moved my unit at 7 O'clock ...
And why do you tell me in your suggesiton to use a Set, then a persistent, then ANOTHER Set ? Isn't that useless ?
My ability is really alike with one of Kerrigan's ability in the campaign (a charge-like ability). Do you know how that one is done ?
4) Roger
2) Automatic Morph ability that is disabled by requirements and the Train ability just hides and disables the old button while replacing it with the new one.
3) Not sure why you are having those issues, are you sure you have not set something to outer on the persistent. Make sure your apply behaviour effect is set to caster. Would like to see a pic of how you set up your persistent.
Reason there is the first set effect is because set effects can remember a point and be used as a frame of reference by downstream validators and effects. By having the set directly after the ability you can mark the point you clicked the ability at so you can tell your issue orders to move to the target of the set effect or if you are not moving to that point to remove the ability. Not yet had time to look at most of the hots abilities and currently not on a computer with access to the editor so cannot help you there.
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
2) What do you mean by automatic ? I make a morph ability with auto-cast and auto-cast on, and I make a validator for the auto-cast to require the research to auto-cast ? Then I make another requirement that makes the button invisible (always). But if My button is hidden, will the auto-cast apply ??
3) Changed the ability, thanks anyway for your help, I just placed the apply behavior, much more simpler and still fun
PS: Happy 7000th post !:)
The automatic flag. Then add a requirement to the ability that counts for the upgrade completed.
Autocast can work for abilities not in the command card. Also setting the button state to supressed can hide it.
You need another requirement to hide the Train ability slot for the normal worker while your other one reveals and enables the second type.
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All right !:) Thank you very much I get it.
New question !:
• I'm making a "Star Trek" like map, with spaceships etc. ... I would like some of my ships to have to "activate" or "deactivate" their shield depending if there are enemies nearby, since keeping shields on will cost energy. Now the problem is, if I do a "behavior" type ability that applies a buff that gives the desired amount of shield, whenever they want, the triggering player just have to switch "off" and then back "on" the shields, and it will go back to its full capacity again ... Is there a way that the game "remembers" the damage taken on the shields, so for exemple if they lost 50% of their shield, deactivate it, then reactivate it after it still has 50% of the maximum capacity ?
Also, if you see any other idea that could work to make an good "activate/deactivate" shield ability, feel free to tell it ...
Thank you again for your help,
Mac
@MacSC2: Go
Triggers only I am afraid. Unless you can hide the shield cap in the UI.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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@DrSuperEvil: Go
That's what I feared ... :/ Thanks for the answer anyway
Oh well, I'll simply put a cooldown on the ability I guess.
For the shield, I made the shield's "sphere" in the model, with the radius I want, but how do I add the protoss shield visual when an impact is given ? Right now, all projectiles hit an invisible sphere around my unit.
Not yet had time to play with shield visuals. So I cannot tell you.
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