Hello everyone. I've been trying to expand my galaxy editor knowledge by making my very own boss fight. Its proving to be much harder than anticipated (just like my previous idea, ping pong) but still nice to work on. I'm trying to make an event that will spawn randomly around my boss little bombs and after 2 seconds they explode destroying the bomb and damaging the player's units.
Thats the idea. The bomb regions are being spread around the boss randomly and kill anything in its radius.
My orignial idea is to actualy have the bombs just deal a static amount of damage but I don't know how to do that.
Right now. the bombs spawn randomly around the boss. Bombs spawn and explode but there is no dmg whatsoever that is being dealt to the units in the region. Right now as its coded it should kill the unit. well I think. Anyone got any idea?
Use the data editor for the bomb damage. Give the bomb unit a customized timed life behavior that creates a damage effect upon expiration. Make the damage effect to an area search for the splash damage. This way all you would need to do is create the bombs and the data editor will take care of the damage.
dang. Im completly lost when it comes to the data editor. I tried to follow tutorials on how to make spells. They tell you the steps but they don't explain why.
dang. Im completly lost when it comes to the data editor. I tried to follow tutorials on how to make spells. They tell you the steps but they don't explain why.
I had similar issue. In short, for abilities. its step after step. Ability -> effect -> effect -> effect .. you link them one after another. Apply behavior may come at end, what is behavior? buff/debuff mainly, things which will stay on target themself's. Most basic ability would be Ability -> Effect (damage). Explosion? Ability -> effect (search area) -> effect (damage). "Shot a rocket" Ability -> Effect launch (with missile unit specified) -> Effect damage. Go step by step and you will see its actually quite easy. Its only got messy with naming and amount of effects in more complex stuff. Setting sounds and visual effect actors its imo biggest pain.
Okay. I got the Bombs working. I'm using the g-4 clusterbombs. I put the dmg at 20. and I got 24 to spawn randomly around the boss every 30 seconds a few times in a row with a 2 second game time delay. I like the effect and its a good alpha phase. Now I'm trying to change the attributes of my boss during the fight.
At a certain number of hp I want the boss to deal more dmg. Attack faster. Use his abilites and have scv's spawn to repair the boss.
Well I got it working by setting the boss unit HP to a real variable and using that variable to trigger the events. The damage is being changed at the right time but the scv's are not spawning and I can't seam to be able to disable the damage on allies with the g-4 mines.
I figured I'd do a little problem to get the percent of the current boss hp unit to calculate phases easier.
Yes but somehow it doesn't work when I tried using it. Same thing happened when I tried to just get the static HP. I had to tie it into a variable for it to work correctly.
"Boss HP Percent == 90.0"
This variable is weird. First, you might want to use something else than "90.0". Because the trigger will only works if he got exactly 90.0% life, so basically never.
Use "HP Percent =< 90" or "HP Percent < 90) instead.
Btw you don't need to use Set "Boss HP Percent" variable and directly put the calculation in the condition, since you use it only once.
--
If your boss is in the boss group, it's possible that the order "scv-repair" that you apply in the reset his barrage order.
"Unit - Order (Unit (Number of Living units in Boss Group) from Boss Group) to (SCV - Repair targeting Boss Unit) (Replace Existing Orders)"
What do you do in this line ? I don't get it. You're ordering the last added unit in the group to repair the boss ? Why not used "last created unit" then ?
Also, if you still can't find the issue I suggest applying a message after each conditions (trigger one and ifthenelse's ones) to see what's wrong in the trigger.
I completely agree that the variable is weird and I thought of using it that way too. But then it would be anywhere over or under 90% that it would use barrage. And I want it to be around 90% not 75 not 73 or 93 or 94. 90% . at 80% as well. and so on every 10%.
For the unit scv. I did try to order the last created unit. The unit never gets created... Lol Kinda hard to order it around.
-"If Boss HP Percent == 90.0" most likely wont work. should be more like And: x <= 90, x >=75
-Unit - Make Boss Unit Deal Full damage - kinda pointless doing it 3 times
-Unit - Create 1 SCV for player 15 at (Player Spawn Point offset by (0.0, 0.0)) facing 270.0 degrees (No Options) - you can just do "create 3"
-Unit - Order all units in (Last created units) to (Ability Command) (Replace Existing Orders) - this should work for all 3 last created
You may consider creating behavior (buff type), very easy to create just modify the "Bahavior - midification +" to whatever you want. Combat -> damage dealt fraction 0.2 (ignore tooltip) for 20% dmg buff, there are a lot of other fields. Points is, you can easily specify duration or (-1) and just do in triggers: - Unit - Add 1 Behavior to Unit from player (owner of boss)
I got the percent working. I used within bounds. 89 <= Boss HP Percent <= 91
I want only 3 scv's to be created and ordered to repair the boss. But. A lot are being created because the event is every .05 seconds and the boss stay's in between 89 and 91% for a while. I was thinking of using the number of living units in group to stop this but I'm not sure how to implement it.
Alright I fixed the Event. Barrage works now and the fact that its kinda in between 89 and 91% hp, Odin does it more than once (as long as he's in between that amount actually). Which gives a nice effect that I like.
The SCV's spawn and I was able to find a way to only make 3 spawn for sure with a boolean. I still can't get the SCV's to go repair odin though. Here is the code. Any thoughts?
Hello everyone. I've been trying to expand my galaxy editor knowledge by making my very own boss fight. Its proving to be much harder than anticipated (just like my previous idea, ping pong) but still nice to work on. I'm trying to make an event that will spawn randomly around my boss little bombs and after 2 seconds they explode destroying the bomb and damaging the player's units.
Here is what I've got so far.
@DarlD: Go
So in a roundabout way, the bombs "explode" and kill the nearest enemy that's within the "blast radius"?
@Chiquihuite: Go
Thats the idea. The bomb regions are being spread around the boss randomly and kill anything in its radius.
My orignial idea is to actualy have the bombs just deal a static amount of damage but I don't know how to do that.
Right now. the bombs spawn randomly around the boss. Bombs spawn and explode but there is no dmg whatsoever that is being dealt to the units in the region. Right now as its coded it should kill the unit. well I think. Anyone got any idea?
Use the data editor for the bomb damage. Give the bomb unit a customized timed life behavior that creates a damage effect upon expiration. Make the damage effect to an area search for the splash damage. This way all you would need to do is create the bombs and the data editor will take care of the damage.
@BasharTeg: Go
dang. Im completly lost when it comes to the data editor. I tried to follow tutorials on how to make spells. They tell you the steps but they don't explain why.
I had similar issue. In short, for abilities. its step after step.
Ability -> effect -> effect -> effect .. you link them one after another. Apply behavior may come at end, what is behavior? buff/debuff mainly, things which will stay on target themself's.
Most basic ability would be Ability -> Effect (damage).
Explosion? Ability -> effect (search area) -> effect (damage). "Shot a rocket" Ability -> Effect launch (with missile unit specified) -> Effect damage.
Go step by step and you will see its actually quite easy. Its only got messy with naming and amount of effects in more complex stuff. Setting sounds and visual effect actors its imo biggest pain.
@Nerfpl: Go
Okay. I got the Bombs working. I'm using the g-4 clusterbombs. I put the dmg at 20. and I got 24 to spawn randomly around the boss every 30 seconds a few times in a row with a 2 second game time delay. I like the effect and its a good alpha phase. Now I'm trying to change the attributes of my boss during the fight.
At a certain number of hp I want the boss to deal more dmg. Attack faster. Use his abilites and have scv's spawn to repair the boss.
here is what I've got so far on that one.
@DarlD: Go
Well I got it working by setting the boss unit HP to a real variable and using that variable to trigger the events. The damage is being changed at the right time but the scv's are not spawning and I can't seam to be able to disable the damage on allies with the g-4 mines.
I figured I'd do a little problem to get the percent of the current boss hp unit to calculate phases easier.
Here's what I've got so far.
@DarlD: Go
Could anyone plz check out my coding?
that will correctly calculate the HP percentage of my boss unit aye?
@DarlD: Go
Isn't there a integer or real value that calculates health percent already ?
There is a preset, which Gets the %, you can also set it through a preset too i think..
@Pshyched: Go
Yes but somehow it doesn't work when I tried using it. Same thing happened when I tried to just get the static HP. I had to tie it into a variable for it to work correctly.
@DarlD: Go
Yep I changed it to life percent current and it still doesn't work.
the boss doesn't use barrage on the general location of my units and no scv's spawn to repair odin....
@DarlD: Go --
"Boss HP Percent == 90.0"
This variable is weird. First, you might want to use something else than "90.0". Because the trigger will only works if he got exactly 90.0% life, so basically never.
Use "HP Percent =< 90" or "HP Percent < 90) instead.
Btw you don't need to use Set "Boss HP Percent" variable and directly put the calculation in the condition, since you use it only once.
--
If your boss is in the boss group, it's possible that the order "scv-repair" that you apply in the reset his barrage order.
"Unit - Order (Unit (Number of Living units in Boss Group) from Boss Group) to (SCV - Repair targeting Boss Unit) (Replace Existing Orders)"
What do you do in this line ? I don't get it. You're ordering the last added unit in the group to repair the boss ? Why not used "last created unit" then ?
Also, if you still can't find the issue I suggest applying a message after each conditions (trigger one and ifthenelse's ones) to see what's wrong in the trigger.
@Yaos01: Go
I completely agree that the variable is weird and I thought of using it that way too. But then it would be anywhere over or under 90% that it would use barrage. And I want it to be around 90% not 75 not 73 or 93 or 94. 90% . at 80% as well. and so on every 10%.
For the unit scv. I did try to order the last created unit. The unit never gets created... Lol Kinda hard to order it around.
-"If Boss HP Percent == 90.0" most likely wont work. should be more like And: x <= 90, x >=75
-Unit - Make Boss Unit Deal Full damage - kinda pointless doing it 3 times
-Unit - Create 1 SCV for player 15 at (Player Spawn Point offset by (0.0, 0.0)) facing 270.0 degrees (No Options) - you can just do "create 3"
-Unit - Order all units in (Last created units) to (Ability Command) (Replace Existing Orders) - this should work for all 3 last created
You may consider creating behavior (buff type), very easy to create just modify the "Bahavior - midification +" to whatever you want. Combat -> damage dealt fraction 0.2 (ignore tooltip) for 20% dmg buff, there are a lot of other fields. Points is, you can easily specify duration or (-1) and just do in triggers:
- Unit - Add 1 Behavior to Unit from player (owner of boss)
@Nerfpl: Go
I got the percent working. I used within bounds. 89 <= Boss HP Percent <= 91
I want only 3 scv's to be created and ordered to repair the boss. But. A lot are being created because the event is every .05 seconds and the boss stay's in between 89 and 91% for a while. I was thinking of using the number of living units in group to stop this but I'm not sure how to implement it.
Use any unit takes damage instead of 0.05
@Nerfpl: Go
Alright I fixed the Event. Barrage works now and the fact that its kinda in between 89 and 91% hp, Odin does it more than once (as long as he's in between that amount actually). Which gives a nice effect that I like.
The SCV's spawn and I was able to find a way to only make 3 spawn for sure with a boolean. I still can't get the SCV's to go repair odin though. Here is the code. Any thoughts?
is he mechanical?
for SVC's in the end you can do