Excuse me for necroposting, but this thread seems to be suitable for my question. Is it possible to prevent unit's wireframe from changing its color according to unit's health? For example, I would like it to stay orange.
Sorry if it's not a right thread for my question, but how to change the target point of Medic's heal beam? For example, heal beam's direction is Ghost's stomach. How to make it target the feet area?
@DrSuperEvil: Go
First I didn't understand you (at the end of what?..), but looking at the trigger I got it in a second. :) I only needed to add Variation 00 as a second part of animation name option. Thank you, it works.
Hello everyone.
I need to make a Marauder's corpse. I almost managed to do it through triggers (changing unit model to death model, playing death animation and pausing it), but I can't find the means to select the needed variation of the animation. Marauder has two default death animations: when he falls burning and when he explodes into pieces, and they are played randomly. But I need only the first one. Is there a way to specify it?
I want to ask a related (in some way :) ) question. How can I create a condition "all units owned by player X are dead"? There is a condition like "number of units of type <alive> in <group>", but I can't find any way to get the number of units owned by player to convert this into group...
Watch the parameters of the upgrade. It adds movespeed for Overseers, but sets it for Overlords. So, when you undo the upgrading, it subtracts the added value but does nothing to the value which is just set. You should make the upgrade add movespeed for both types of unit.
In my map I try to make a specific damaging area mechanics (not my invention). It's not sophisticated at all, but is difficult enough for me. I managed to establish it, but I'm not sure that I made it the right way. Let me describe it.
When the hero enters the damaging area, a special scale/bar ("damage scale") begins to gain points. For example, 10 points per second. Every five seconds the hero takes damage equal to the number of points accumulated. So, after 5 seconds he will take 50 damage, after 10 seconds - 100 damage, etc.
When the hero leaves the damaging area, the "damage scale" begins to lose points with the same rate instead of gaining. The hero continues to take damage every 5 seconds until the "damage scale" reaches zero. So, the hero can, for example, leave the damaging area 8 seconds after entering. In 2 seconds he will take 60 damage and after another 5 seconds - 10 damage:
Special actions (use of items, spells, etc.) can increase the hero's resistance to this damage by reducing the number of points gained by the "damage scale" per second. And there are items which can instantly remove some points from the scale reducing the damage inflicted at the end of the current "5 sec cycle".
Well, I managed to make this system, but only by using the 1 sec timer. There are three little triggers (which can be compressed to two):
1) When the hero enters the defined region, the 1 sec timer is started and the hero receives a damaging buff with the period of 5 sec and initial damage of 10.
2) When the timer is expired and the hero is still in the region, 10 points are added to the "damage scale" variable, buff's damage is set to this value, timer is started again.
3) When the timer is expired and the hero is no longer in the region, 10 points are subtracted from the "damage scale" variable, buff's damage is set to this value. If "damage scale">0, timer is started again. Else, the buff is removed from the hero.
This seems to work correctly enough. Timer's delay and points' number can be replaced by the variables to assure resistance and "potion" effects. There is only one unit (the hero) under the player's control, it simplifies the situation.
Well, what do you think of it? What are the disadvantages of this system? Any hints how to make it better and safer?
@DrSuperEvil: Go
Thank you. This helped me to understand some things, but it wasn't enough for my idea which is more difficult than I described... I made it with triggers using timer, but I'm not sure that it's the right way... I think it's better to discuss it in a separate thread.
How can I make the damage of such aura increase progressively every second when a unit enters it? And is it possible to make such aura affect a selected region with an irregular shape?
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Excuse me for necroposting, but this thread seems to be suitable for my question. Is it possible to prevent unit's wireframe from changing its color according to unit's health? For example, I would like it to stay orange.
0
Sorry if it's not a right thread for my question, but how to change the target point of Medic's heal beam? For example, heal beam's direction is Ghost's stomach. How to make it target the feet area?
0
@DrSuperEvil: Go First I didn't understand you (at the end of what?..), but looking at the trigger I got it in a second. :) I only needed to add Variation 00 as a second part of animation name option. Thank you, it works.
0
Hello everyone. I need to make a Marauder's corpse. I almost managed to do it through triggers (changing unit model to death model, playing death animation and pausing it), but I can't find the means to select the needed variation of the animation. Marauder has two default death animations: when he falls burning and when he explodes into pieces, and they are played randomly. But I need only the first one. Is there a way to specify it?
0
@Lakshun: Go
Thank you. I didn't try "Units in region matching condition". I thought it must be something less charged...
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I want to ask a related (in some way :) ) question. How can I create a condition "all units owned by player X are dead"? There is a condition like "number of units of type <alive> in <group>", but I can't find any way to get the number of units owned by player to convert this into group...
0
@jcraigk: Go
Seems to work well. Overseer's upgraded speed will be higher than in standard game, but as I understood, it's not important...
0
Watch the parameters of the upgrade. It adds movespeed for Overseers, but sets it for Overlords. So, when you undo the upgrading, it subtracts the added value but does nothing to the value which is just set. You should make the upgrade add movespeed for both types of unit.
0
Hello people.
In my map I try to make a specific damaging area mechanics (not my invention). It's not sophisticated at all, but is difficult enough for me. I managed to establish it, but I'm not sure that I made it the right way. Let me describe it.
When the hero enters the damaging area, a special scale/bar ("damage scale") begins to gain points. For example, 10 points per second. Every five seconds the hero takes damage equal to the number of points accumulated. So, after 5 seconds he will take 50 damage, after 10 seconds - 100 damage, etc.
When the hero leaves the damaging area, the "damage scale" begins to lose points with the same rate instead of gaining. The hero continues to take damage every 5 seconds until the "damage scale" reaches zero. So, the hero can, for example, leave the damaging area 8 seconds after entering. In 2 seconds he will take 60 damage and after another 5 seconds - 10 damage:
Schematically [ 10 | 20 | 30 | 40 | 50 | DMG | 60 | 70 | 80 | 70 | 60 | DMG | 50 | 40| 30| 20| 10| DMG ]
Special actions (use of items, spells, etc.) can increase the hero's resistance to this damage by reducing the number of points gained by the "damage scale" per second. And there are items which can instantly remove some points from the scale reducing the damage inflicted at the end of the current "5 sec cycle".
Well, I managed to make this system, but only by using the 1 sec timer. There are three little triggers (which can be compressed to two):
1) When the hero enters the defined region, the 1 sec timer is started and the hero receives a damaging buff with the period of 5 sec and initial damage of 10.
2) When the timer is expired and the hero is still in the region, 10 points are added to the "damage scale" variable, buff's damage is set to this value, timer is started again.
3) When the timer is expired and the hero is no longer in the region, 10 points are subtracted from the "damage scale" variable, buff's damage is set to this value. If "damage scale">0, timer is started again. Else, the buff is removed from the hero.
This seems to work correctly enough. Timer's delay and points' number can be replaced by the variables to assure resistance and "potion" effects. There is only one unit (the hero) under the player's control, it simplifies the situation.
Well, what do you think of it? What are the disadvantages of this system? Any hints how to make it better and safer?
0
@DrSuperEvil: Go Thank you. This helped me to understand some things, but it wasn't enough for my idea which is more difficult than I described... I made it with triggers using timer, but I'm not sure that it's the right way... I think it's better to discuss it in a separate thread.
0
How can I make the damage of such aura increase progressively every second when a unit enters it? And is it possible to make such aura affect a selected region with an irregular shape?