Hey Colt, as per the PM, here's the attached map! For anyone else interested, the Advanced version of my SpawnKills map is as follows.
If a Marine, Medic, or Reaper dies, it spawns Jim Raynor (Marine) Hero. If a Marauder or Firebat dies, it spawns Tychus Findlay (Chaingun) Hero. If a Ghost dies, it spawns Nova Hero. If anything else dies, nothing spawns.
Weather the Tank you start with, or Raynor, or Tychus or Nova kills any of the above targets, it's all the same.
Fairly simple once you get the hang of it all. Took about 20 minutes to setup.
well I just redownloaded it. Right click, save file as. That's what I do. And ya, if you want to check for your custom units, you will need custom validators. but not to worry, validators are SUPER easy to setup.
Validators on the spawn effect would control what would spawn, depending on target.
So, lets say u have a Spawning (Set) effect, and you've got ShotgunZombieSpawn, RifleZombieSpawn, FlamerZombieSpawn effects. You would throw those 3 effects into the Spawning (Set) effect, and then throw that on each zombie. Ur Rifle effect would have a validator 'HasRifle' and 'IsDead' or whatever, that checks to see if target is a marine, ShotgunEffect would have 'HasShotgun' and 'IsDead' that checks if target is a marauder or something on the ShotgunSpawn effect, and the FlamerEffect would have HasFlamethrower' which checks to see if its a firebat, and if so, each would spawn a different unit. So on and so forth.
When u say coding gibberish... do you mean its corrupted and its got all these strange symbols or something? Or... just .... complicated?? lol.
Here's a picture, text only, of how I have my effects setup and where they are linked for my map.
You get to the above screen by pression F12 while in the editor, then click on Game Data in the left window, then you can click on the folders/+ signs to break it all down.
@Colt556: GoI need like 5 seperate units to spawn from a variety of units, but only if killed by a single unit type
Are you saying that, if a marine kills something it spawns 5 out of 10 possible units under the marine players control??
If this is the case, I already have a map with something like this setup. My marine spawns between 1 and 3 burrowed zerg units out of the following possibilities when it kills any ground unit: Drone / Zergling / Baneling / Roach / Hydralisk / Queen / Ultralisk OR spawns 1 random unit from Phoenix / Corruptor / Viking if he kills an air unit. At most you can have a set call up 8 effects maximum, so I had to have 1 set(groundSpawn) -> validator is ground, and second set(airSpawn) -> validator is air, and placed the appropriate Create Unit effect in the proper Set effect, again checking for the validator ground/air. Bheavior+ > Combat > Death Response calls for a THIRD set effect, which is linked to SpawnGround and SpawnAir effects.
As per SPECIFIC WEAPON KILL:: I have my Behavior duration set to 0.0001 seconds... so basically it's an "Only that unit can force spawn effect" type buff. Let's say the behavior was 2 seconds... well I could tag a unit with my marine and then have something else kill it and still have units be spawned by another unit).
SouLCarveRR is wrong:: you don't need to use periodic effects, and even when I had my behavior duration last 30 seconds on enemies, even if I instant killed them, it did not continuously spawn units, just that 1 time.
And yes, you are supposed to give the create unit effect to the attacking unit. Unless of course you make a buff for the marine that is as big as possible that applies a permanent buff on all enemy units only(within the aura range), and that if enemy unit dies it spawns a zombie under your control. You can also specify what kind of zombie to spawn depending on enemy unit type that dies. This would require validators of course.
I've attached my map. You can take a peak!
EDIT: I was just going back over my map and actually the buff duration is ZERO and it still works.
@Colt556: Go
Hey Colt, as per the PM, here's the attached map! For anyone else interested, the Advanced version of my SpawnKills map is as follows.
Weather the Tank you start with, or Raynor, or Tychus or Nova kills any of the above targets, it's all the same.
Fairly simple once you get the hang of it all. Took about 20 minutes to setup.
@Colt556: Go There is ONLY 1 behavior. SpawnKills. when I wrote
literally meant that Marine - Gauss Rifle (Buff)[this is the effect], in the Behavior field, link to SpawnKills[this is the only behavior]
Good luck. If you need more help, feel free to PM me.
@Colt556: Go
well I just redownloaded it. Right click, save file as. That's what I do. And ya, if you want to check for your custom units, you will need custom validators. but not to worry, validators are SUPER easy to setup.
@Colt556: Go
Validators on the spawn effect would control what would spawn, depending on target.
So, lets say u have a Spawning (Set) effect, and you've got ShotgunZombieSpawn, RifleZombieSpawn, FlamerZombieSpawn effects. You would throw those 3 effects into the Spawning (Set) effect, and then throw that on each zombie. Ur Rifle effect would have a validator 'HasRifle' and 'IsDead' or whatever, that checks to see if target is a marine, ShotgunEffect would have 'HasShotgun' and 'IsDead' that checks if target is a marauder or something on the ShotgunSpawn effect, and the FlamerEffect would have HasFlamethrower' which checks to see if its a firebat, and if so, each would spawn a different unit. So on and so forth.
When u say coding gibberish... do you mean its corrupted and its got all these strange symbols or something? Or... just .... complicated?? lol.
Here's a picture, text only, of how I have my effects setup and where they are linked for my map.
http://i56.tinypic.com/iyht8i.jpg
here's a second one, this one's actually from the editor, how it's all linked up. Hah, why didn't I do that instead of my custom pic? lol.
http://i56.tinypic.com/2r62zih.jpg
You get to the above screen by pression F12 while in the editor, then click on Game Data in the left window, then you can click on the folders/+ signs to break it all down.
@Colt556: Go I need like 5 seperate units to spawn from a variety of units, but only if killed by a single unit type
Are you saying that, if a marine kills something it spawns 5 out of 10 possible units under the marine players control??
If this is the case, I already have a map with something like this setup. My marine spawns between 1 and 3 burrowed zerg units out of the following possibilities when it kills any ground unit: Drone / Zergling / Baneling / Roach / Hydralisk / Queen / Ultralisk OR spawns 1 random unit from Phoenix / Corruptor / Viking if he kills an air unit. At most you can have a set call up 8 effects maximum, so I had to have 1 set(groundSpawn) -> validator is ground, and second set(airSpawn) -> validator is air, and placed the appropriate Create Unit effect in the proper Set effect, again checking for the validator ground/air. Bheavior+ > Combat > Death Response calls for a THIRD set effect, which is linked to SpawnGround and SpawnAir effects.
As per SPECIFIC WEAPON KILL:: I have my Behavior duration set to 0.0001 seconds... so basically it's an "Only that unit can force spawn effect" type buff. Let's say the behavior was 2 seconds... well I could tag a unit with my marine and then have something else kill it and still have units be spawned by another unit).
SouLCarveRR is wrong:: you don't need to use periodic effects, and even when I had my behavior duration last 30 seconds on enemies, even if I instant killed them, it did not continuously spawn units, just that 1 time.
And yes, you are supposed to give the create unit effect to the attacking unit. Unless of course you make a buff for the marine that is as big as possible that applies a permanent buff on all enemy units only(within the aura range), and that if enemy unit dies it spawns a zombie under your control. You can also specify what kind of zombie to spawn depending on enemy unit type that dies. This would require validators of course.
I've attached my map. You can take a peak!
EDIT: I was just going back over my map and actually the buff duration is ZERO and it still works.
@Colt556: Go
I made it spawn 1 zergling, added it to the Baneling - Volatile Burst (Set) Effects field and when the banelings die they spawn a zergling.