i dont know how to do most of that stuff... mostly the blind attacking.
triggers seem overwhelming as well (i havent really tried though) but i am getting more familiar with the data editor
i was messing around with the data editor and i made a giant marine who's attack is that of siege tank in siege mode except the impact produces a mini nuke explosion :)
i dont even know how to set the whole map to full vision
Try creating a new trigger, then reading through the list to the right. It is fairly obvious named, so there will be a category called "visibility". If you click on that, you will see triggers that deal with visibility, in the list to the right. A trigger works like a statement. There is an event, and this is "when should the trigger start?" Then you can add a condition, as the name, "But only if!" .. Ignore the local variable til you get the hang of it all, then finally the action, When your event happened, what is going to happen then? You can right click on each of them and add a new line to it. It's fairly easy by the naming from blizzards site. In the botton it will explain how the trigger work in text and editable fields.
ok thanks. What about the bonus to attack? Would i have to write the trigger for a region or could i have it just be on a certain height level. so height X gives bonus while height A doesn't
If you want to do it through triggers, you could run a check and pick all units in the region and unit-modify damage and then add whatever damage you want, or change their propperties. Although, for a neat effect, you'd want to create a buff in the data editor. Obviously, the trigger solution is faster, could even make them grow in size, or add a symbol over their head etc.
You could do the bonuses by trigger, so the pseudocode would look something like this:
When unit enters a cliff region
Apply damage modifier effect +25% damage
When unit leaves a cliff region
Remove damage modifier
Using the "When Unit 'blank's A Region" Event would produce the when part of the pseudocode. This would produce less lag than running the code every so often to give the modifier to every unit in the region. I don't have a bunch of experience applying effects, but I imagine that there's a trigger that does that too.
Look at the lava effect in the Tosh mission, and try to copy from that. Just instead of killing the unit, apply the modifier.
If you just take some time out to understand what it says. It works from the classic programming system "When, If, Then" and keeping that in mind, all the triggers are really fairly simple named and quite obvious. As I wrote earlier, if you create a trigger, you can assign a when event to it, that will determin when the trigger will happen, and then you add the actions of what happens. An example would be "I want to create a damage increase when units are standing on the cliffs!" Start by creating a region in the world window, on the actual cliff, in this case I named it Cliff Region 1.
Basicly what it says, when any unit walks into the region area you made.
Action: [Change Unit Damage]
-> Make "Triggering Unit" "Deal" "Mega" damage.
Triggering unit refers to the unit that made this happen, so it will refer to the unit that actually entered the region. This exact trigger is just a brute way of adjusting damage to some fixed amounts, there are more accurate ways of doing it with propperty triggers under the unit menu. In this case mega is just a preset amount (percent) of damage.
Now, you made a trigger that increase their damage when they walk into the region. But with many triggers, if you make something happen, theres a chance you want to make something un-happen, read: ones they walk out of the region again. What you do is create a second trigger and name it, basicly what you want, and make the same statements you made in the first. When any unit "LEAVES" region.... etc. and then you can adjust it back to normal when they leave. As I said, there are more accurate ways of doing it, but if you really are lost in triggers I suggest starting out slow.
If you feel you don't want to spend too much time learning triggers ( a shame imho) - none the less, feel free to send me a message and I will create them for you. It takes litterly, no less than ten minutes to make these damage increase / decrease triggers.
Is it possible to make a trigger that works on a certain height level? The cliffs aren't perfectly square or circular so the regions wouldn't work nicely. Unless you can combine regions to make odd shapes...
I'm planning on finishing all the data editor stuff before i even try with triggers
Height of Unit or Height at Point are things you can check in a condition.
Ex.
Pick Every Unit Group in (Some Unit Group) and do:
If (Height of (Picked Unit) < 8 )
Apply Damage Modification Effect
Else
Remove Damage Modification Effect
The problem with this approach is that it requires that you check every unit in the game every so often, at least 3 or 4 times per second to look realistic. Running a trigger that complex that often could cause some significant performance issues with your map.
Generally I don't like combining cliffs, but it's just personal preference since combining regions into a complex shape can get time consuming. I don't know if it has any performance issues. Even if it does, the performance gain from using a region-based trigger rather than a recurring timer-based trigger would by far outweigh it. Good decision.
Just to throw out an idea, I think you would get much farther if you used a WW1 style layout instead. Also, I have seed a trench unit or doodad somewhere. If the map had features like artillery barrage or flamethrowers that would help too :) Mabe add some submarines too? That wouldn't be too hard, just lower the battlecruiser model for a cheap version.
i dont know how to do most of that stuff... mostly the blind attacking. triggers seem overwhelming as well (i havent really tried though) but i am getting more familiar with the data editor
i was messing around with the data editor and i made a giant marine who's attack is that of siege tank in siege mode except the impact produces a mini nuke explosion :)
i dont even know how to set the whole map to full vision
@zelgius123: Go
To give vision of a specific region, substitute Entire Map with the name of the region.
@zelgius123: Go
Try creating a new trigger, then reading through the list to the right. It is fairly obvious named, so there will be a category called "visibility". If you click on that, you will see triggers that deal with visibility, in the list to the right. A trigger works like a statement. There is an event, and this is "when should the trigger start?" Then you can add a condition, as the name, "But only if!" .. Ignore the local variable til you get the hang of it all, then finally the action, When your event happened, what is going to happen then? You can right click on each of them and add a new line to it. It's fairly easy by the naming from blizzards site. In the botton it will explain how the trigger work in text and editable fields.
ok thanks. What about the bonus to attack? Would i have to write the trigger for a region or could i have it just be on a certain height level. so height X gives bonus while height A doesn't
@zelgius123: Go
If you want to do it through triggers, you could run a check and pick all units in the region and unit-modify damage and then add whatever damage you want, or change their propperties. Although, for a neat effect, you'd want to create a buff in the data editor. Obviously, the trigger solution is faster, could even make them grow in size, or add a symbol over their head etc.
@zelgius123: Go
You could do the bonuses by trigger, so the pseudocode would look something like this:
When unit enters a cliff region Apply damage modifier effect +25% damage
When unit leaves a cliff region Remove damage modifier
Using the "When Unit 'blank's A Region" Event would produce the when part of the pseudocode. This would produce less lag than running the code every so often to give the modifier to every unit in the region. I don't have a bunch of experience applying effects, but I imagine that there's a trigger that does that too.
Look at the lava effect in the Tosh mission, and try to copy from that. Just instead of killing the unit, apply the modifier.
the best option would be a buff that applies after a unit has been immobile on the cliff for several seconds which gives bonus damage and defense
i'm going to look at the lava effect thing. i think just looking at examples will help me out a lot
honestly im lost with the triggers. the data editor makes sense but the triggers dont at all
@zelgius123: Go
If you just take some time out to understand what it says. It works from the classic programming system "When, If, Then" and keeping that in mind, all the triggers are really fairly simple named and quite obvious. As I wrote earlier, if you create a trigger, you can assign a when event to it, that will determin when the trigger will happen, and then you add the actions of what happens. An example would be "I want to create a damage increase when units are standing on the cliffs!" Start by creating a region in the world window, on the actual cliff, in this case I named it Cliff Region 1.
Event: [Unit Enter/leaves Region] -> "Any Unit" "Enters" "Cliff Region 1"
Basicly what it says, when any unit walks into the region area you made.
Action: [Change Unit Damage] -> Make "Triggering Unit" "Deal" "Mega" damage.
Triggering unit refers to the unit that made this happen, so it will refer to the unit that actually entered the region. This exact trigger is just a brute way of adjusting damage to some fixed amounts, there are more accurate ways of doing it with propperty triggers under the unit menu. In this case mega is just a preset amount (percent) of damage.
Now, you made a trigger that increase their damage when they walk into the region. But with many triggers, if you make something happen, theres a chance you want to make something un-happen, read: ones they walk out of the region again. What you do is create a second trigger and name it, basicly what you want, and make the same statements you made in the first. When any unit "LEAVES" region.... etc. and then you can adjust it back to normal when they leave. As I said, there are more accurate ways of doing it, but if you really are lost in triggers I suggest starting out slow.
If you feel you don't want to spend too much time learning triggers ( a shame imho) - none the less, feel free to send me a message and I will create them for you. It takes litterly, no less than ten minutes to make these damage increase / decrease triggers.
Is it possible to make a trigger that works on a certain height level? The cliffs aren't perfectly square or circular so the regions wouldn't work nicely. Unless you can combine regions to make odd shapes...
I'm planning on finishing all the data editor stuff before i even try with triggers
@zelgius123: Go
Height of Unit or Height at Point are things you can check in a condition.
Ex.
Pick Every Unit Group in (Some Unit Group) and do:
If (Height of (Picked Unit) < 8 )
Apply Damage Modification Effect
Else
Remove Damage Modification Effect
The problem with this approach is that it requires that you check every unit in the game every so often, at least 3 or 4 times per second to look realistic. Running a trigger that complex that often could cause some significant performance issues with your map.
That makes sense. I figured out that it's possible to combine regions so I got a complete region with all of the cliffs.
@zelgius123: Go
Generally I don't like combining cliffs, but it's just personal preference since combining regions into a complex shape can get time consuming. I don't know if it has any performance issues. Even if it does, the performance gain from using a region-based trigger rather than a recurring timer-based trigger would by far outweigh it. Good decision.
Just to throw out an idea, I think you would get much farther if you used a WW1 style layout instead. Also, I have seed a trench unit or doodad somewhere. If the map had features like artillery barrage or flamethrowers that would help too :) Mabe add some submarines too? That wouldn't be too hard, just lower the battlecruiser model for a cheap version.
cool.. its a bit similar to my map... but it was laggy so i stopped working on mine... do u still need help on this map?