Ok so I am trying to use some triggers for balancing some of my map instead of massively nerfing numbers through the editor.
Right here I have some kind of a basis of what I think I could do, below is a start of something I think i'd use, anything thoughts on an action or a possible change?
The idea of this was to reduce the dmg done by a marauder on a zergling, by one.
I could tell you how to do that but instead I'm going to tell you that this is a horrible idea and horrible mapping practice. Use data editor for balance.
Using the trigger editor to adjust damage is perfectly fine. It is more beneficial to use the data editor, as it will be less laggy, but honestly with something like this it won't cause any lag.
One method of reducing the damage done, is to simply use the Set Unit Property function to add one health to the triggering unit, after he takes damage.
TBH i agree with rrowland but if you must do it with triggers i would sugest looking into custom values on unit to define how much from which types of units
If you want to tweak some numbers around with triggers, use the upgrade system for a combined data/trigger approach. This will let you easily tweak upgrade levels without having to modify a bunch of different data entries every time - only setup the upgrade once and adjust its level.
I could tell you how to do that but instead I'm going to tell you that this is a horrible idea and horrible mapping practice. Use data editor for balance.
Id agree with you but the Data editor scares me hah, but no, just have minor Balancing I want to do, and there isnt much in the map so a few balance triggers wont hurt, and this is the route id like to go with for now with balancing because my data editor experience is very minimal atm.
Using the trigger editor to adjust damage is perfectly fine. It is more beneficial to use the data editor, as it will be less laggy, but honestly with something like this it won't cause any lag.
One method of reducing the damage done, is to simply use the Set Unit Property function to add one health to the triggering unit, after he takes damage.
and the issue with this is ya, same effect, but if that 1 attack is say 15 dmg, and the unit getting attacked is at 15/90hp left, it will kill the unit, then attempt to add 1hp, vs. doing only 14dmg on a shot.
Using the trigger editor to adjust damage is perfectly fine. It is more beneficial to use the data editor, as it will be less laggy, but honestly with something like this it won't cause any lag.
I have to disagree here.
For something like this, you would need to use an Any unit takes Damage- Event, which is usually one of the best ways to kill the performance of a map (since in most usual maps this event triggers at an insane rate up to several hundred times a second probably). If you want/need to keep your performance good, you most likely want to avoid this.
I recommend using the data editor; if you desperately want to use triggers to modify the damage, use CatalogSetValue at map initialization (would be even more complicated than setting the damage in the data editor itself, though, but easy to modify once correctly set up, since you would probably want to use galaxy for this sort of application and then you have all values lined up in a nice table, which makes changes way easier than clicking through the various damage effects themselves)
For something like this, you would need to use an Any unit takes Damage- Event, which is usually one of the best ways to kill the performance of a map (since in most usual maps this event triggers at an insane rate up to several hundred times a second probably). If you want/need to keep your performance good, you most likely want to avoid this.
I recommend using the data editor; if you desperately want to use triggers to modify the damage, use CatalogSetValue at map initialization (would be even more complicated than setting the damage in the data editor itself, though, but easy to modify once correctly set up, since you would probably want to use galaxy for this sort of application and then you have all values lined up in a nice table, which makes changes way easier than clicking through the various damage effects themselves)
Can yall jsut quit going back and forth bout effectiveness and just assist me plz? Trigger Write out, or where to look into the Data Edtior to do this specifically balance dmg between set units. (Guide included prefered if possible)
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Every single damage value can be found in the "Effects" table of the data editor. If you search for specific weapon names, you should find effects named "weapon name" (damage). In these effects, there is an "Amount" value, modify this to change the damage.
yes, but modify it do only do less damage to a single unit type, not make the unit do less damage to every unit. I know how to mod the normal universal damage.
yes, but modify it do only do less damage to a single unit type, not make the unit do less damage to every unit. I know how to mod the normal universal damage.
You really think that's a good way to balance? Saying a Marauder deals 8 dmg to a Zergling and 10 dmg to a Marine and 20 dmg to a Tank? Where'll it end? What about the damage vs Banelings, Hydras, Hellions and and and..
Usually it's good to keep damage as universal as possible.
There is one problem with dealing "reduced" damage. You can't simply make it deal less damage. If you increase the health of the unit after it's been hit by the attack effect then this'll simulate the effect closely. But when the Zergling has 9 hp left and the grenade deals 10 damage, then it'll kill the Zergling even though it's supposed to regain 2 hp.
You really think that's a good way to balance? Saying a Marauder deals 8 dmg to a Zergling and 10 dmg to a Marine and 20 dmg to a Tank? Where'll it end? What about the damage vs Banelings, Hydras, Hellions and and and..
Usually it's good to keep damage as universal as possible.
There is one problem with dealing "reduced" damage. You can't simply make it deal less damage. If you increase the health of the unit after it's been hit by the attack effect then this'll simulate the effect closely. But when the Zergling has 9 hp left and the grenade deals 10 damage, then it'll kill the Zergling even though it's supposed to regain 2 hp.
Yes, I already simulated that issue a few posts ago with adding HP, and I am not balancing dmg of marauders on zerglings, that was clearly just an example of what im trying to do specifically so I CAN balance a bit as needed, I have other conditions I will be using as well If other unit types are present or not, etc. Because of the nature of the game itself, you are victim to a random unit generator so I need stipulations and balancing if u get a certain unit mixture vs. say, another where u can make it skill based on who wins vs. OH LOOK THEY GOT ROACHES TO MY MARAUDERS, I LOSE (also JUST an example, do not troll and read more into it then that).
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If you want to do it this way, I recommend something like this (I take the above example, even if it is not exactly what you want it should show what I want to say ;) ):
Change the Marauder Damage Effect to cause 0 damage and use a trigger similar to this one:
Event:AnyunittakesdamagefromtheMarauder-PunisherGrenades(Damage)effectLocalVariables:realDamageAmountCondition:TriggeringDamageAmount==0//needed to prevent infinite loopsAction:General-Switch(Actions)dependingon(Unittypeof(Triggeringunit))CaseGeneral-If(Zergling)ActionsSetDamageAmount=8.0General-If(Marine)ActionsSetDamageAmount=10.0General-If(Tank)ActionsSetDamageAmount=20.0...//can specify a default as wellEnvironment-DealdamageusingMarauder-PunisherGrenades(Damage)on(Triggeringunit)from(Damagingunit)withDamageAmountextra
This way you do not have to mess around with healing hp or something and you get no accidental kills, because the damage caused will be exact anytime.
For some weapons you might need to duplicate the damage effect, though, because with this trigger the damage effect is executed 2 times on impact, which might mess up the actor events for certain weapons and cause visual glitches this way (like creating the impact visual and sound effects 2 times). In this case, the Condition becomes obsolete obviously.
Ok so I am trying to use some triggers for balancing some of my map instead of massively nerfing numbers through the editor. Right here I have some kind of a basis of what I think I could do, below is a start of something I think i'd use, anything thoughts on an action or a possible change?
The idea of this was to reduce the dmg done by a marauder on a zergling, by one.
Events Unit - Any Unit is attacked
Local Variables
Conditions
(Unit type of (Triggering unit)) == Zergling
(Unit type of (Attacking Unit)) == Marauder
Actions ?????????
@silentnight18: Go
I could tell you how to do that but instead I'm going to tell you that this is a horrible idea and horrible mapping practice. Use data editor for balance.
Using the trigger editor to adjust damage is perfectly fine. It is more beneficial to use the data editor, as it will be less laggy, but honestly with something like this it won't cause any lag.
One method of reducing the damage done, is to simply use the Set Unit Property function to add one health to the triggering unit, after he takes damage.
TBH i agree with rrowland but if you must do it with triggers i would sugest looking into custom values on unit to define how much from which types of units
If you want to tweak some numbers around with triggers, use the upgrade system for a combined data/trigger approach. This will let you easily tweak upgrade levels without having to modify a bunch of different data entries every time - only setup the upgrade once and adjust its level.
Id agree with you but the Data editor scares me hah, but no, just have minor Balancing I want to do, and there isnt much in the map so a few balance triggers wont hurt, and this is the route id like to go with for now with balancing because my data editor experience is very minimal atm.
and the issue with this is ya, same effect, but if that 1 attack is say 15 dmg, and the unit getting attacked is at 15/90hp left, it will kill the unit, then attempt to add 1hp, vs. doing only 14dmg on a shot.
I have to disagree here.
For something like this, you would need to use an Any unit takes Damage- Event, which is usually one of the best ways to kill the performance of a map (since in most usual maps this event triggers at an insane rate up to several hundred times a second probably). If you want/need to keep your performance good, you most likely want to avoid this.
I recommend using the data editor; if you desperately want to use triggers to modify the damage, use CatalogSetValue at map initialization (would be even more complicated than setting the damage in the data editor itself, though, but easy to modify once correctly set up, since you would probably want to use galaxy for this sort of application and then you have all values lined up in a nice table, which makes changes way easier than clicking through the various damage effects themselves)
Can yall jsut quit going back and forth bout effectiveness and just assist me plz? Trigger Write out, or where to look into the Data Edtior to do this specifically balance dmg between set units. (Guide included prefered if possible)
Every single damage value can be found in the "Effects" table of the data editor. If you search for specific weapon names, you should find effects named "weapon name" (damage). In these effects, there is an "Amount" value, modify this to change the damage.
@Kueken531: Go
yes, but modify it do only do less damage to a single unit type, not make the unit do less damage to every unit. I know how to mod the normal universal damage.
You really think that's a good way to balance? Saying a Marauder deals 8 dmg to a Zergling and 10 dmg to a Marine and 20 dmg to a Tank? Where'll it end? What about the damage vs Banelings, Hydras, Hellions and and and..
Usually it's good to keep damage as universal as possible.
Well, if you really wanna do it..
There is one problem with dealing "reduced" damage. You can't simply make it deal less damage. If you increase the health of the unit after it's been hit by the attack effect then this'll simulate the effect closely. But when the Zergling has 9 hp left and the grenade deals 10 damage, then it'll kill the Zergling even though it's supposed to regain 2 hp.
Yes, I already simulated that issue a few posts ago with adding HP, and I am not balancing dmg of marauders on zerglings, that was clearly just an example of what im trying to do specifically so I CAN balance a bit as needed, I have other conditions I will be using as well If other unit types are present or not, etc. Because of the nature of the game itself, you are victim to a random unit generator so I need stipulations and balancing if u get a certain unit mixture vs. say, another where u can make it skill based on who wins vs. OH LOOK THEY GOT ROACHES TO MY MARAUDERS, I LOSE (also JUST an example, do not troll and read more into it then that).
If you want to do it this way, I recommend something like this (I take the above example, even if it is not exactly what you want it should show what I want to say ;) ):
Change the Marauder Damage Effect to cause 0 damage and use a trigger similar to this one:
This way you do not have to mess around with healing hp or something and you get no accidental kills, because the damage caused will be exact anytime.
For some weapons you might need to duplicate the damage effect, though, because with this trigger the damage effect is executed 2 times on impact, which might mess up the actor events for certain weapons and cause visual glitches this way (like creating the impact visual and sound effects 2 times). In this case, the Condition becomes obsolete obviously.
i dont know how to delete a response sorry