I mean when the unit is created by the Arm Magazine ability and launched you use the Effect - Effects (Launch) field to apply a Nova - Domination (Persistent) like Create Persistent effect on the repair bot target unit.
The Create Persistent effect periodically applies a dummy effect. The repair bot has a buff similar to the Massive Void Ray Vulnerability buff except that the Combat - Damage Response - Require Effect Array field is set to your dummy effect and instead of modifying the damage taken it uses the Combat - Damage Response - Handled field to launch an effect back at the repair station via the Combat - Damage Response - Location being set to Attacker
The response buff is disabled by a validator that says it requires under so much energy to use. The Combat - Damage Response - Handled effect applies a buff exactly like the Infestor Leech (Drain Energy) which is removed if the repair tower has no energy left and periodically applies a Damage effect that damages the target units energy with a 100% leech. The energy leech buff is limited to one stack per caster.
In short the repair bot has under a certain threshold of energy, the response buff activates and retaliates to the dummy effect made by the persistent applied by the creating tower (not any nearby ones) and launches a buff that transfers energy from the tower to the SCV if it has any left.
There is no way in hell i can get this to work in a some days time this is way to advanced for my knowledge. I dont even know what a persistent effect is :(. I have never used any of the fields you mention in any of my maps. Care to add it to my map so i can learn from your work?
Thank you so much for explaining it to me tho, i will try my best but i have a feeling that what you can make in 10-15 min will take me 10-15 hours :)
I advise you look at the wiki for buffs as that should explain everything about the damage response fields. Also I have even given you examples of where the fields are used. Just follow the instructions one at a time and it should work.
Also there is a wiki article about the arm magazine ability. Just read them and I am sure the task will look alot less daunting.
Not quite sure what has been recommended here, so I will just say what I would do. I might just be repeating someone else, so don't get mad at me...
1) Make a magazine, and assign the SCV's as the ammo.
2) Add a search effect to the healing tower, that searches for all allied/player units in its radius. Make sure the maximum units is sent to 1.
3) If it finds a unit that fits that description, order the magazine to send out 1 SCV, with default ability as heal instead of the standard attack. Add a validator to make sure the unit has less than full health, or any other undesired traits. For that you would use target.
4) You won't need to use energy, because the magazine will control how many SCV's it has. If you want, you can edit how the SCV's are added back to the healing tower when they are destroyed. You can make it manual, or an auto-cast system. Look at the carrier's abilities/behaviors/effects to get this part right.
5) That should be it. You will want to make a validator at some point making sure that the unit is not already being healed, which would be done by applying a behavior to all units being healed.
This should work pretty well. Just make sure that the "turn off auto-cast when owner leaves" is checked. I think that is what causes the SCV's to return to the tower when there is nothing else to heal. I'm not sure on that one though.
There are some variations of this that could make it do exactly what you want it to do, but this should be basically what you want... I think.
Once again, sorry if someone already said this, I just didn't feel like reading every single post.
He wanted the SCVs to use energy to repair and drain it from their tower of origin and not borrow energy from other nearby towers so basicly you were quite off topic.
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I get how to do what he is suggesting, what I don't really understand is why... Is his point that the healing tower can only heal for a certain amount of time? Kind of like a medivac, except instead of beams using SCV's?
The repairstation is kinda IRL based. It need energy from a outside source like a powerplant or such and then it gives this energy to the repairbots when they repair. I could just use healing beams instead but thats so standard and no fun :)
DrSuperEvil, you wrote "The repair bot has a buff similar to the Massive Void Ray Vulnerability buff ", I dont quite understand what you mean by it becouse it does not have any buffs at all.
Been trying to learn what you wrote and if i understand it all correct then the repairstation cast a persistant on the repairbot and in some field (that i cant find) the should be a combat response that tell what the repairbot should do when it get this (?) effect on it. In this case it should add a periodic leach effect that will be replied every time the repairbot has not full energy.
That is correct. The Massive Void Ray Vulnerability buff was on the Purifier in the campaign and made it take 20% extra damage from void ray attacks (for some reason since you played as terrans and had no access to void rays). If you set your data editor to
Disable View Raw Data
Enable Show Table View
Enable Show Default Values
Enable Show Advanced Fields
Enable Show Field Type Names
Disable Combine Structure Values
That reveals all fields including some otherwise hidden ones. That is the standard setting most serious mappers use.
The damage response is what the unit does in response to being attacked. So basicly you are getting it to apply a buff on the unit that triggers the response which in this case is your healing station. If your repair bots have enough energy the damage response buff is disabled while if your repair tower has no energy the leech buff is removed.
Getting closer to this now. I have now been able to create a persistant that loops over and over adding a dummy effect on the repairbot. I also added an actor to this dummy effect so i can see it happen and it does.
Now i just need to get my repairbot to respond to it correctly. I made a Damage effect instead of the whole leach procedure just to test the response (also linked the visual test actor) so i see that something happen however i dont get this to work at all. I can see the buff on the repairbot but it does not respond like you say it should.
I added a behavior buff that looks allot like the voidray thing (duplicated it even and edited it) but i don't get it to respond like you say it should work. I have controlled all fields and cant find anything suspicious. I even tried to link it to the persistent effect but it did not respond to that either.
Seems the dummy effect needs to have at least 0.001 in the Combat - Amount field to trigger, this can be countered using negative numbers in the Effect - Vital Bonus field.
Edit: Well back to the drawing board....... Never knew the ammo units were known as the casters for the launch effect from magazines.
Oh well could always do the reverse since external magazine units are spawned under the spawning unit. You could have the repair bots apply the persistant to the tower on spawning using a search area effect with a very small radius and a validator that the target is the tower. That way the tower is constantly hit which in turn would have a similar damage response as already made. That way the tower would strike the SCV triggering it's damage response which would then drain the mana.
In summary:
Repair bots spawn and apply the persistant to spawning tower through proximity using a search area effect
The persistant uses a dummy effect to trigger the tower damage response
Tower damage response has a validator that disables it if the tower has no energy
Tower damage response targets the repair bot attackers with its own dummy effect
If the repair bots have under so much energy their damage response buff is enabled
The repair bots then use the leech energy effect on the attacker tower
So basically i can kinda use what i have but instead of tower giving the buff in the start then the repairbot does a damage effect on the tower and that trigger the tower to cast its persistent on the repairbot.
By the way. You are talking about validators the whole time, why? If the repairbot cast a leach energy effect on the tower the whole time then it should only be able to take energy if the tower has it? or can it still "take energy from it even tho it does not have it?
I believe i can somehow make the repair cost when repairing a building cost energy and then the repairbot will not repair if it does not have energy.
It is to reduce lag. In that method the tower wont need a persistant it will just cast the damage effect directly at the repair bot that will then respond with a leech effect. The validators are to prevent lag since you dont want alot of extra effects being used constantly especially if there are alot of your towers. Basicly the repair bots cast the persistant on the tower which the tower responds to hitting the repair bots that then leech from it.
Under the Effect - Drain+ fields of the SCV - Repair effect you can set what the costs of healing are.
I'm stuck at such silly lame spot now, pisses me off big time :( And yes i have been doing this from my last post.
1. Create a behavior that will cast a effect 1 time then go away. DONE (tested with suicide effect)
2. Create a search area for ANY unit with the Kill effect. FAIL
Never been this frustrated over such a simple thing but i have tried so much stuff to get it to work but i never kill anything no matter if i have no filters set. First point works perfect so i know it must be triggering the search area effect but why in gods name does it not a find anything? This should kill both the repair station and the repairbot but does not. I have checked the wiki but search area is not written.
if your not sure what a persistent effect is I suggest you try something similiar and learn what all the tools in the kitchen are before trying to cook a 5 star meal.
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I mean when the unit is created by the Arm Magazine ability and launched you use the Effect - Effects (Launch) field to apply a Nova - Domination (Persistent) like Create Persistent effect on the repair bot target unit.
The Create Persistent effect periodically applies a dummy effect. The repair bot has a buff similar to the Massive Void Ray Vulnerability buff except that the Combat - Damage Response - Require Effect Array field is set to your dummy effect and instead of modifying the damage taken it uses the Combat - Damage Response - Handled field to launch an effect back at the repair station via the Combat - Damage Response - Location being set to Attacker
The response buff is disabled by a validator that says it requires under so much energy to use. The Combat - Damage Response - Handled effect applies a buff exactly like the Infestor Leech (Drain Energy) which is removed if the repair tower has no energy left and periodically applies a Damage effect that damages the target units energy with a 100% leech. The energy leech buff is limited to one stack per caster.
In short the repair bot has under a certain threshold of energy, the response buff activates and retaliates to the dummy effect made by the persistent applied by the creating tower (not any nearby ones) and launches a buff that transfers energy from the tower to the SCV if it has any left.
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
There is no way in hell i can get this to work in a some days time this is way to advanced for my knowledge. I dont even know what a persistent effect is :(. I have never used any of the fields you mention in any of my maps. Care to add it to my map so i can learn from your work?
Thank you so much for explaining it to me tho, i will try my best but i have a feeling that what you can make in 10-15 min will take me 10-15 hours :)
No not got the time.
I advise you look at the wiki for buffs as that should explain everything about the damage response fields. Also I have even given you examples of where the fields are used. Just follow the instructions one at a time and it should work.
Also there is a wiki article about the arm magazine ability. Just read them and I am sure the task will look alot less daunting.
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
Not quite sure what has been recommended here, so I will just say what I would do. I might just be repeating someone else, so don't get mad at me...
1) Make a magazine, and assign the SCV's as the ammo. 2) Add a search effect to the healing tower, that searches for all allied/player units in its radius. Make sure the maximum units is sent to 1. 3) If it finds a unit that fits that description, order the magazine to send out 1 SCV, with default ability as heal instead of the standard attack. Add a validator to make sure the unit has less than full health, or any other undesired traits. For that you would use target. 4) You won't need to use energy, because the magazine will control how many SCV's it has. If you want, you can edit how the SCV's are added back to the healing tower when they are destroyed. You can make it manual, or an auto-cast system. Look at the carrier's abilities/behaviors/effects to get this part right. 5) That should be it. You will want to make a validator at some point making sure that the unit is not already being healed, which would be done by applying a behavior to all units being healed.
This should work pretty well. Just make sure that the "turn off auto-cast when owner leaves" is checked. I think that is what causes the SCV's to return to the tower when there is nothing else to heal. I'm not sure on that one though.
There are some variations of this that could make it do exactly what you want it to do, but this should be basically what you want... I think.
Once again, sorry if someone already said this, I just didn't feel like reading every single post.
Great to be back and part of the community again!
He wanted the SCVs to use energy to repair and drain it from their tower of origin and not borrow energy from other nearby towers so basicly you were quite off topic.
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
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@DrSuperEvil: Go
Ah, yes I was. Hmmmm. Not quite sure why that would be necessary though... Or advantageous. Eh, W/E. I tried to help, all that counts, right? hehe.
Great to be back and part of the community again!
Yup.
Still you might learn something by reading all the posts. Well those mentioning methods at least.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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@DrSuperEvil: Go
I get how to do what he is suggesting, what I don't really understand is why... Is his point that the healing tower can only heal for a certain amount of time? Kind of like a medivac, except instead of beams using SCV's?
Great to be back and part of the community again!
The central tower I believe is meant to be more of a recharge station for the SCVs which can generate some energy on their own.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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@Sherlia: Go
The repairstation is kinda IRL based. It need energy from a outside source like a powerplant or such and then it gives this energy to the repairbots when they repair. I could just use healing beams instead but thats so standard and no fun :)
DrSuperEvil, you wrote "The repair bot has a buff similar to the Massive Void Ray Vulnerability buff ", I dont quite understand what you mean by it becouse it does not have any buffs at all.
Been trying to learn what you wrote and if i understand it all correct then the repairstation cast a persistant on the repairbot and in some field (that i cant find) the should be a combat response that tell what the repairbot should do when it get this (?) effect on it. In this case it should add a periodic leach effect that will be replied every time the repairbot has not full energy.
That is correct. The Massive Void Ray Vulnerability buff was on the Purifier in the campaign and made it take 20% extra damage from void ray attacks (for some reason since you played as terrans and had no access to void rays). If you set your data editor to
Disable View Raw Data
Enable Show Table View
Enable Show Default Values
Enable Show Advanced Fields
Enable Show Field Type Names
Disable Combine Structure Values
That reveals all fields including some otherwise hidden ones. That is the standard setting most serious mappers use.
The damage response is what the unit does in response to being attacked. So basicly you are getting it to apply a buff on the unit that triggers the response which in this case is your healing station. If your repair bots have enough energy the damage response buff is disabled while if your repair tower has no energy the leech buff is removed.
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
Getting closer to this now. I have now been able to create a persistant that loops over and over adding a dummy effect on the repairbot. I also added an actor to this dummy effect so i can see it happen and it does.
Now i just need to get my repairbot to respond to it correctly. I made a Damage effect instead of the whole leach procedure just to test the response (also linked the visual test actor) so i see that something happen however i dont get this to work at all. I can see the buff on the repairbot but it does not respond like you say it should.
I added a behavior buff that looks allot like the voidray thing (duplicated it even and edited it) but i don't get it to respond like you say it should work. I have controlled all fields and cant find anything suspicious. I even tried to link it to the persistent effect but it did not respond to that either.
Here is a testmap anybody can try and find the problem of why it does not respond to the persistent.
Seems the dummy effect needs to have at least 0.001 in the Combat - Amount field to trigger, this can be countered using negative numbers in the Effect - Vital Bonus field.
Edit: Well back to the drawing board....... Never knew the ammo units were known as the casters for the launch effect from magazines.
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
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@DrSuperEvil: Go
"Repair Station Persistent Dummy Effect" is the dummy effect the repair station apply with the persistent effect.
Oh well could always do the reverse since external magazine units are spawned under the spawning unit. You could have the repair bots apply the persistant to the tower on spawning using a search area effect with a very small radius and a validator that the target is the tower. That way the tower is constantly hit which in turn would have a similar damage response as already made. That way the tower would strike the SCV triggering it's damage response which would then drain the mana.
In summary:
Repair bots spawn and apply the persistant to spawning tower through proximity using a search area effect
The persistant uses a dummy effect to trigger the tower damage response
Tower damage response has a validator that disables it if the tower has no energy
Tower damage response targets the repair bot attackers with its own dummy effect
If the repair bots have under so much energy their damage response buff is enabled
The repair bots then use the leech energy effect on the attacker tower
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
So basically i can kinda use what i have but instead of tower giving the buff in the start then the repairbot does a damage effect on the tower and that trigger the tower to cast its persistent on the repairbot.
By the way. You are talking about validators the whole time, why? If the repairbot cast a leach energy effect on the tower the whole time then it should only be able to take energy if the tower has it? or can it still "take energy from it even tho it does not have it?
I believe i can somehow make the repair cost when repairing a building cost energy and then the repairbot will not repair if it does not have energy.
It is to reduce lag. In that method the tower wont need a persistant it will just cast the damage effect directly at the repair bot that will then respond with a leech effect. The validators are to prevent lag since you dont want alot of extra effects being used constantly especially if there are alot of your towers. Basicly the repair bots cast the persistant on the tower which the tower responds to hitting the repair bots that then leech from it.
Under the Effect - Drain+ fields of the SCV - Repair effect you can set what the costs of healing are.
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
I'm stuck at such silly lame spot now, pisses me off big time :( And yes i have been doing this from my last post.
1. Create a behavior that will cast a effect 1 time then go away. DONE (tested with suicide effect)
2. Create a search area for ANY unit with the Kill effect. FAIL
Never been this frustrated over such a simple thing but i have tried so much stuff to get it to work but i never kill anything no matter if i have no filters set. First point works perfect so i know it must be triggering the search area effect but why in gods name does it not a find anything? This should kill both the repair station and the repairbot but does not. I have checked the wiki but search area is not written.
if your not sure what a persistent effect is I suggest you try something similiar and learn what all the tools in the kitchen are before trying to cook a 5 star meal.