I am trying to make a passive behavior which increases attack speed and decreases cooldown times, by % values. I have the attack speed figured out but I can not figure out the decreased cooldown portion. I have a working behavior with button. Any suggestions will be appreciated.
(SOLVED) EDIT: Something else I am having difficulty with is delaying the launch of a missile, not by much; maybe 0.2 sec. The ability is a modified Raynor - Toss Grenade. I am using the Attack Superior animation with a MarineMercenary model and am trying to get the missile to launch out of the gun once the gun is fully raised. (SOLVED) Took me another 8 hours to figure this one out. For anyone interested; in the ability's data add Cast Start Time 0.1 and in the unit's actor add a new event in Event: Events +. This event will be Ability -> "ability name" -> Source Cast Start, the term will be Animation Play -> "the desired animation and its property" with Time Type = Duration -> Time Variant = 1.
To adjust cooldowns you could use a Modify Unit effect to adjust the cooldown directly periodically but it is probably easier to use a Modify Player effect to adjust the catalog like an upgrade.
This is for a single unit. Thanks again for your reply, you helped me on my previous problem.
The effect is to specify the role of the unit. I have another unit which receives 20% less damage, another which moves 25% faster. The effects are intended to behave like an upgrade, except the unit starts with it and it never changes.
I could just change all the base cooldowns of this unit's abilities, but this conflicts with ability cross-over (between units).
Would the Modify Unit effect behave like a persistent ability? Timed intervals applying periodically.
I think I can explain better with an example. I suppose the more accurate answer would have been unit type.
Marine: Intensity - Attacks and abilities occur 25% more often. (20% cooldown reduction)
Medic: Tenacity - Damage received is decreased by 20%.
Ghost: Celerity - Movement speed is increased by 25%.
The buffs (Intensity, Tenacity, Celerity) are intended to be applicable to any unit for unit cross-over (Marauder and Firebat could also have Tenacity).
I am going to try and figure out this Modify Unit method you suggest.
I am still at a loss. I have been using the Kerrigan Ability Efficiency effects and behavior as a reference to figure this out but I just can't see what I need to do. If you are willing and able would you walk me through this?
First could you give exact details of how you want to implement this. From what I understand you want at the start of the game to choose a perk which is then applied to all units of that type. Or are you after something else?
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if nothing else, depending on how many abilities the marine can have, you could make 2 of each, 1 with reduced CD, the other without, and have a validator that checks for a buff you give the unit for him to use the reduced cooldown one.
That is something I have thought of. I decided to pursue a different effect so that other units, such as Reaper, could have the same effect by just applying a behavior. Rather than having to make duplicates of all associated abilities. As it is currently; I am looking to have 3 abilities for each unit type (not all units will be used). If I wanted these passive effects/behaviors to be used by each and every unit I would have to make potentially dozens of copies of abilities.
This is doable, just less desirable. The Kerrigan Ability Efficiency upgrade does something similar. It individually targets abilities and decreases their costs.
Something else I have tried is modifying the rate at which time passes for the affected unit. Which works for cooldowns and attacks, but it also affects durations.
That's what I have been trying to do. I just do not know what needs to be "turned on/off" with a modify player effect. I have been randomly changing variables in the Effect: Cost^ + (of the Modify Player effect) to no avail.
I have only been using the editor for about 2 weeks, so my total knowledge of manipulating data is quite limited.
Alrighty. Just to be clear; this method should require me to add each ability to the Effect: Effects catalog and modify each ability individually? Followed by adding the effect to the behavior.
This second method uses no behaviour. You add the ability you want to modify to the effect. You can have a separate effect for each ability or do them in bulk. You then can have a specialize ability to use the effect once.
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Alrighty. I gave this a shot, pretty sure I got it. Every ability I added to the effect was modified. Although, the add and subtract operations seem to remove the cooldowns entirely (maybe because the abilities were not specialize). The set operation seems to work just peachy (close enough). Thank you for all the information.
If you are willing. Would you explain how to do this as an upgrade which does not require research?
Also. I ramshackled something together using a Modify Unit effect tied to a behavior. It works, but not in the traditional sense. This subtracts 1 second from a cooldown every 4 seconds. Here it is;
New Effect -> Cost^ + (Add Ability) -> Cooldown Operation (Add) -> Cooldown Time Used (-1)
Behavior -> Periodic Effect (New Effect) -> Period (4)
I am trying to make a passive behavior which increases attack speed and decreases cooldown times, by % values. I have the attack speed figured out but I can not figure out the decreased cooldown portion. I have a working behavior with button. Any suggestions will be appreciated.
(SOLVED) EDIT: Something else I am having difficulty with is delaying the launch of a missile, not by much; maybe 0.2 sec. The ability is a modified Raynor - Toss Grenade. I am using the Attack Superior animation with a MarineMercenary model and am trying to get the missile to launch out of the gun once the gun is fully raised. (SOLVED) Took me another 8 hours to figure this one out. For anyone interested; in the ability's data add Cast Start Time 0.1 and in the unit's actor add a new event in Event: Events +. This event will be Ability -> "ability name" -> Source Cast Start, the term will be Animation Play -> "the desired animation and its property" with Time Type = Duration -> Time Variant = 1.
To adjust cooldowns you could use a Modify Unit effect to adjust the cooldown directly periodically but it is probably easier to use a Modify Player effect to adjust the catalog like an upgrade.
This for specific units or all units of a type?
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In reply to DrSuperEvil:
The effect is to specify the role of the unit. I have another unit which receives 20% less damage, another which moves 25% faster. The effects are intended to behave like an upgrade, except the unit starts with it and it never changes.
I could just change all the base cooldowns of this unit's abilities, but this conflicts with ability cross-over (between units).
Would the Modify Unit effect behave like a persistent ability? Timed intervals applying periodically.
So you want each individual unit to be able to use a different perk/specialization.
Yes but you could use a buff to use it.
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In reply to DrSuperEvil:
Marine: Intensity - Attacks and abilities occur 25% more often. (20% cooldown reduction)
Ghost: Celerity - Movement speed is increased by 25%.
I am going to try and figure out this Modify Unit method you suggest.
So you want a specific unit type to have a modification. In that case use Modify Player effects to change it like an upgrade.
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In reply to DrSuperEvil:
In reply to DrSuperEvil:
First could you give exact details of how you want to implement this. From what I understand you want at the start of the game to choose a perk which is then applied to all units of that type. Or are you after something else?
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I am looking for it to be built in to that unit type permanently. Like a weapon.
if nothing else, depending on how many abilities the marine can have, you could make 2 of each, 1 with reduced CD, the other without, and have a validator that checks for a buff you give the unit for him to use the reduced cooldown one.
In reply to Kelthin99:
are you opposed to triggers? modify unit effects arent my forte, if you want to use data then Dr Evil will help you better than i could
Then use a Modify Player effect since that can change anything a catalog trigger and an upgrade can.
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In reply to DrSuperEvil:
The Effect: Effects - Data Reference/Operation/Value fields are what you want. I would use a Specialize type ability to use the effect.
Under the data reference set your cooldown (use) field, for the operation use add and for the value use a negative number.
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In reply to DrSuperEvil:
This second method uses no behaviour. You add the ability you want to modify to the effect. You can have a separate effect for each ability or do them in bulk. You then can have a specialize ability to use the effect once.
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In reply to DrSuperEvil:
Use triggers to apply the upgrade or a Modify Player effect to apply the upgrade.
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