You're getting the equations mixed up. Also you don't divide the 2500/2500+armor until you add the armor into the 2500 in the denominator, you won't get the same number. You have to add the armor in then divide.
2500/2500+100 is not the same as 2500/100.
Also forgot that that will bring up a percent of damage reduction.
If you could use the same decimal places I used that would be great. This equation stops higher armor values from being cost efficient due to at say something like 1200 armor it'll be like 60%, I didn't actually check, and then at 1500 it'll be like 62% and it'll cost a lot for that small increase.
For the damage there is this
(25 + 50 + 100) * (1 + 0.1 + 0.15)
175 * 1.25 = 218.75 = 219 Damage Rounded
So this particular hero would have an items that add 25 and 50 damage, and 10% and 15% and the starting damage is 100.
Deathtorn, I broke your system. I've done exactly what you did (albeit with one of the other pathing functions) earlier and it does the same thing. All you have to do is queue a couple build orders in the same spot (buildings can stack in this) and it lets buildings through the check. That's why I say shift queuing has to be disabled otherwise it's exploitable. Also, on a side note, if the map is blocked like I can exploit it to allow, any building you build after a complete wall has made will instantly cancel out due to your trigger thinking it's the building that's blocking. Try it yourself.
Also, you don't have to make an antiwalling system like this. You could just make a system so that units will attack move if they cannot reach their destination until there is an available path they can take and then switch orders to a move command. The problem though is that units wont attempt to move the way you want them to if the path is walled off, they will go the long way around the platform. You need to find a way to prevent that if you want this to work. They need to attack move into it, destroy it, and proceed as normal.
epic you turned his map from 600 to 300kB.
Also deathtorn the >500 does that mean 500 range as in walking path range?
All he did was save it using the ''Smaller Files' option in the editor. You can switch between faster saves and smaller files. Smaller files take longer to save so I tend to use fast save until the end of the project. Also I'm pretty sure 500 means walking range yes. The same thing could be applied by using one of the other pathing conditions and a different value (-1, 65536 or whatever it is depending on the function)
Deathtorn, I broke your system. I've done exactly what you did (albeit
with one of the other pathing functions) earlier and it does the same
thing. All you have to do is queue a couple build orders in the same
spot (buildings can stack in this) and it lets buildings through the
check. That's why I say shift queuing has to be disabled otherwise it's
exploitable. Also, on a side note, if the map is blocked like I can
exploit it to allow, any building you build after a complete wall has
made will instantly cancel out due to your trigger thinking it's the
building that's blocking. Try it yourself.
Also, you don't have to make an antiwalling system like this. You could
just make a system so that units will attack move if they cannot reach
their destination until there is an available path they can take and
then switch orders to a move command. The problem though is that units
wont attempt to move the way you want them to if the path is walled off,
they will go the long way around the platform. You need to find a way to
prevent that if you want this to work. They need to attack move into it,
destroy it, and proceed as normal.
Quote from zeropoints: Go
epic you turned his map from 600 to 300kB. Also deathtorn the >500 does
that mean 500 range as in walking path range?
All he did was save it using the ''Smaller Files' option in the editor.
You can switch between faster saves and smaller files. Smaller files
take longer to save so I tend to use fast save until the end of the
project. Also I'm pretty sure 500 means walking range yes. The same
thing could be applied by using one of the other pathing conditions and
a different value (-1, 65536 or whatever it is depending on the
function)
Another way to break it was to pick up a spore crawler, and plant it, which wouldn't trigger, because you aren't building anything. The way to solve this would be to cancel the burrow, which should be simple enough. I imagine using a different event for the trigger rather then unit finishes building should be an easy fix. Also, the main reason I didn't make the trigger perfect, was mostly due to lack of time, and because I thought that you just needed a basis for your trigger. I'll finish this later tonight, when I get home.
I need a way to prevent an Auto-Turret from targeting something that is blocked by a cliff.
My personal approach started with
event : "unit acquires target"
condition : "line between triggering unit and target crosses cliff"
action : ....?
I can't figure out the appropriate action.
Basically I want the Auto-Turret to never even face the target, never acquire, just ignore anything that has a cliff between them. The best I have been able to do is prevent the attack, but the turret stays "locked" and faces its target without firing, which is not appropriate.
Hmm, the only ways that I can think of is telling the cannon to stop, but that wouldn't work, because it would trigger like crazy, and lag up the map.
Blah, that's a hard one to do with triggers, Try data.
can you set up a hero selection dialog system so you select the hero and there are certain items for certain hero's so if that hero is chosen that hero get these items. they pick 4 items out of 4 groups 1 pick in each group can you just note which variable are linked so i can put my corresponding hero and items in there.iff you need me to explain more i will
can you set up a hero selection dialog system so you select the hero and there are certain items for certain hero's so if that hero is chosen that hero get these items. they pick 4 items out of 4 groups 1 pick in each group can you just note which variable are linked so i can put my corresponding hero and items in there.iff you need me to explain more i will
Create a quick paint image of what you want the dialogs to look like, and PM it to me.
Uhh I need help on making a Team Set Up triggers... I have 8 players and its a 2vs6 game what I would like to happen is right when the game starts players are automaticly and randomly set into teams, and then create specific units in specific points/regions after the teams are set.
as well as if anyone is really good at making custom upgrade requirements then can you plz help me...
I am on the verge of publishing a map that may hopefully be very popular. also I will give credit for helping me just send me your gamer name then i'll put it in there.
Can you help me put it into my map if I PM it to you?
I also need some help with making the flames model bigger so that the effect is easier shown on the map.
Further more I would probably need help on making power ups so that for example the flames become larger on the next bomb or the bomb cooldown for a player becomes shorter temporarily etc. Would you be able to help me with these things? :)
It would be a great learning experience as well as greatly appreciated. Of course such things as credits etc. will all be put in place so that people can see you helped me when it is released :3
@ST4RKiLL3R: Go This seems to work fine.
epic you turned his map from 600 to 300kB.
Also deathtorn the >500 does that mean 500 range as in walking path range?
@zeropoints: Go
You're getting the equations mixed up. Also you don't divide the 2500/2500+armor until you add the armor into the 2500 in the denominator, you won't get the same number. You have to add the armor in then divide.
2500/2500+100 is not the same as 2500/100.
Also forgot that that will bring up a percent of damage reduction.
100*[1-(2500/2500+100)]=
100*[1-(2500/2600)]=
100*[1-(.9615)]=
100*[0.365]=
3.85%
If you could use the same decimal places I used that would be great. This equation stops higher armor values from being cost efficient due to at say something like 1200 armor it'll be like 60%, I didn't actually check, and then at 1500 it'll be like 62% and it'll cost a lot for that small increase.
For the damage there is this
(25 + 50 + 100) * (1 + 0.1 + 0.15)
175 * 1.25 = 218.75 = 219 Damage Rounded
So this particular hero would have an items that add 25 and 50 damage, and 10% and 15% and the starting damage is 100.
@Keyeszx: Go
Deathtorn, I broke your system. I've done exactly what you did (albeit with one of the other pathing functions) earlier and it does the same thing. All you have to do is queue a couple build orders in the same spot (buildings can stack in this) and it lets buildings through the check. That's why I say shift queuing has to be disabled otherwise it's exploitable. Also, on a side note, if the map is blocked like I can exploit it to allow, any building you build after a complete wall has made will instantly cancel out due to your trigger thinking it's the building that's blocking. Try it yourself.
Also, you don't have to make an antiwalling system like this. You could just make a system so that units will attack move if they cannot reach their destination until there is an available path they can take and then switch orders to a move command. The problem though is that units wont attempt to move the way you want them to if the path is walled off, they will go the long way around the platform. You need to find a way to prevent that if you want this to work. They need to attack move into it, destroy it, and proceed as normal.
All he did was save it using the ''Smaller Files' option in the editor. You can switch between faster saves and smaller files. Smaller files take longer to save so I tend to use fast save until the end of the project. Also I'm pretty sure 500 means walking range yes. The same thing could be applied by using one of the other pathing conditions and a different value (-1, 65536 or whatever it is depending on the function)
Another way to break it was to pick up a spore crawler, and plant it, which wouldn't trigger, because you aren't building anything. The way to solve this would be to cancel the burrow, which should be simple enough. I imagine using a different event for the trigger rather then unit finishes building should be an easy fix. Also, the main reason I didn't make the trigger perfect, was mostly due to lack of time, and because I thought that you just needed a basis for your trigger. I'll finish this later tonight, when I get home.
@Keyeszx: Go Once again, I don't really see the point.
http://forums.sc2mapster.com/development/triggers/18436-death-of-a-special-unit-to-trigger-defeat/#p1 Here is a description. I already posted it in this forum but there has been ny reply :/
If you could do that for me, that'd be like more than awesome :O Damn, I'd call my firstborn after you XD
That shouldn't be an issue. Send me the map through a PM, and I'll get started right away.
I need a way to prevent an Auto-Turret from targeting something that is blocked by a cliff.
My personal approach started with
I can't figure out the appropriate action.
Basically I want the Auto-Turret to never even face the target, never acquire, just ignore anything that has a cliff between them. The best I have been able to do is prevent the attack, but the turret stays "locked" and faces its target without firing, which is not appropriate.
@scmapcritic: Go
Hmm, the only ways that I can think of is telling the cannon to stop, but that wouldn't work, because it would trigger like crazy, and lag up the map.
Blah, that's a hard one to do with triggers, Try data.
Bump. Still helping people.
can you set up a hero selection dialog system so you select the hero and there are certain items for certain hero's so if that hero is chosen that hero get these items. they pick 4 items out of 4 groups 1 pick in each group can you just note which variable are linked so i can put my corresponding hero and items in there.iff you need me to explain more i will
Create a quick paint image of what you want the dialogs to look like, and PM it to me.
Bump
@deathtorn: Go
http://forums.sc2mapster.com/development/triggers/18153-need-help-making-a-bomb/
Here is a problem for you, from me.
I think this is you want. As for the detection, just do this:
Event:Unit Dies
Actions:
If Then Else
If: Owner of (Triggering Unit) != Owner of (Killing Unit)
Then:
Variable - Modify Kills[Killer]: + 1
Else:
Text Message: "You killed yourself!"
@deathtorn: Go
Uhh I need help on making a Team Set Up triggers... I have 8 players and its a 2vs6 game what I would like to happen is right when the game starts players are automaticly and randomly set into teams, and then create specific units in specific points/regions after the teams are set.
as well as if anyone is really good at making custom upgrade requirements then can you plz help me...
I am on the verge of publishing a map that may hopefully be very popular. also I will give credit for helping me just send me your gamer name then i'll put it in there.
@deathtorn: Go
Can you help me put it into my map if I PM it to you? I also need some help with making the flames model bigger so that the effect is easier shown on the map.
Further more I would probably need help on making power ups so that for example the flames become larger on the next bomb or the bomb cooldown for a player becomes shorter temporarily etc. Would you be able to help me with these things? :)
It would be a great learning experience as well as greatly appreciated. Of course such things as credits etc. will all be put in place so that people can see you helped me when it is released :3
@Emnesia: Go
PM it to me.
@Titanisdrb: Go
I'll get that set up, when I get home.
where did everbody go? lol?