Okay well I have been struggling with these Markers for ever...
They elude me I cant ever seem to get them to work there is no documentation all I know is that they can be used along side of the validator "No Markers"
No matter what I try >.< It just doesnt work...
Can anyone explain to me how to use Markers properly
I just avoided them and used behaviours instead. :) Anything you can do with a marker you can do with an effect set that includes your original effect plus a behaviour, followed by a 'has no stacks' validator.
It may not answer your question, but you might be able to continue working. ;)
i currently just use behaviors for what i want them to do as well, but i think its a workaround. markers i would assume are like a 'local behavior' marker / validator thing attached to the specific unit if i am thinking correctly.
It's quite simple. Markers mark units until the effect ends.
For example if I have a persistent effect with markers (to their id) then the marker value (like a temporary stamp) is stuck on the unit until the effect ends. You can reference markers using validators. Default "No Marker" validator is used for colossus attacks and pretty much any line attacks.
However... Some people might have trouble with markers just because they think they can make behavior with periodic effect work with them. Oh hell no. Everytime "new" effect happens marker is reset (i.e. using "periodic effect" in behavior is not same as using persistent effect, periodic effect in behavior is behavior just looping, persistent effect is looping the effects). So it's better not mixing markers with effects from behavior.
so my brain is running on low, in lamens terms whats the positive use of a marker then? im sorry my brain is a tad foggy and ready for sleep but im still not clicking it...
It's a lazy man's way of making an ability that stops damaging the same unit twice. http://forums.sc2mapster.com/development/project-workplace/3347-wc3-hero-unit-library/#p1
I made a shockwave there. Shockwave deals damage periodically, but I didn't want it to damage the same unit again, so you just put a marker id. Then use validator "No Marker". It's easier than giving everything a temp buff.
so if it has a 'marker' from the unit that shot the shock wave, then other units applying effects / markers on it would not interfere with the first shockwave / marker? correct? so it is kind of a 'local' behavior validation thingy? by local i mean like a local variable compared to a global
so if it has a 'marker' from the unit that shot the shock wave, then other units applying effects / markers on it would not interfere with the first shockwave / marker? correct? so it is kind of a 'local' behavior validation thingy? by local i mean like a local variable compared to a global
and how do the markers exactly work??
The id marker, the one you will use most often, will stop an unit getting hit by the same effect twice (oppose to same type of effect).
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Okay well I have been struggling with these Markers for ever...
They elude me I cant ever seem to get them to work there is no documentation all I know is that they can be used along side of the validator "No Markers"
No matter what I try >.< It just doesnt work...
Can anyone explain to me how to use Markers properly
I will love you forever! :)
@J_cup: Go
i do not understand them yet either. i will love whoever as well. thats double the love. thats a win/ win / win for the 3 of us......
I just avoided them and used behaviours instead. :) Anything you can do with a marker you can do with an effect set that includes your original effect plus a behaviour, followed by a 'has no stacks' validator.
It may not answer your question, but you might be able to continue working. ;)
@BrotherLaz: Go
i currently just use behaviors for what i want them to do as well, but i think its a workaround. markers i would assume are like a 'local behavior' marker / validator thing attached to the specific unit if i am thinking correctly.
It's quite simple. Markers mark units until the effect ends.
For example if I have a persistent effect with markers (to their id) then the marker value (like a temporary stamp) is stuck on the unit until the effect ends. You can reference markers using validators. Default "No Marker" validator is used for colossus attacks and pretty much any line attacks.
However... Some people might have trouble with markers just because they think they can make behavior with periodic effect work with them. Oh hell no. Everytime "new" effect happens marker is reset (i.e. using "periodic effect" in behavior is not same as using persistent effect, periodic effect in behavior is behavior just looping, persistent effect is looping the effects). So it's better not mixing markers with effects from behavior.
They are actually quite simple to use.
@zifoon: Go
so my brain is running on low, in lamens terms whats the positive use of a marker then? im sorry my brain is a tad foggy and ready for sleep but im still not clicking it...
@ezbeats: Go
It's a lazy man's way of making an ability that stops damaging the same unit twice.
http://forums.sc2mapster.com/development/project-workplace/3347-wc3-hero-unit-library/#p1
I made a shockwave there. Shockwave deals damage periodically, but I didn't want it to damage the same unit again, so you just put a marker id. Then use validator "No Marker". It's easier than giving everything a temp buff.
@zifoon: Go
so if it has a 'marker' from the unit that shot the shock wave, then other units applying effects / markers on it would not interfere with the first shockwave / marker? correct? so it is kind of a 'local' behavior validation thingy? by local i mean like a local variable compared to a global
and how do the markers exactly work??
After looking at ur example Zifoon I put the pieces together finally and got mine to work thank you soo much :)
The id marker, the one you will use most often, will stop an unit getting hit by the same effect twice (oppose to same type of effect).