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    posted a message on question about damage response
    Quote from fishy77: Go

    You could add a behavior and have the requirement on the next two states that the unit must not have that behavior in order to run. Same with the third state.

    I hope this helps you.

    can u show me how to create this kind of requirement, i dont really understand.

    Posted in: Data
  • 0

    posted a message on question about damage response

    ok i have few behaviors in my game, 3 modif attack and 3 modif defense, attack is Critical Strike, Hit and Break, first do extra damage, second slows and do periodic damage for 1.8 seconds and third is 1.2 stun with extra damage defense modificators is Recovery, Dodge and Block, recovery removes 1 negative dot and do 3 heal ticks each 0.66s, dodge avoiding all damage, block reducing amount of damage and increasing armor x2 for 1.2 seconds. after proc, i want make cooldowns on each response like a 0.33 seconds, but im having some problem with all modificators proc at the same time, i dont want it to work like this, i want only 1 proc at time, how i can make it?

    Embed Removed: https://www.youtube.com/v/emLFauF3ZtQ?fs=1
    Posted in: Data
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    posted a message on My critical strike ability is not working.
    Quote from fishy77: Go

    Yes that does seems like a tedious way of doing it. Let me try to make a demo and see if I can do it your first method.

    Edit: I have attached the demo I made. It took a while because I couldnt figure out how to display a decimal effect value, so I modified the zerg flying attack upgrades for the mutalisk to show a result. When you try the map it will change from 0 to 1 because I couldn't figure out the decimal part.

    hm looks like u r upgrading Damage Effect chance field and im trying to upgrade behaviors damage responce chance. and ur demo shows that damage chance value works like a boolean, i tried different values but it always equals 1 or 0.

    Posted in: Data
  • 0

    posted a message on My critical strike ability is not working.

    Ok i found one way to do it with 19 behaviors, 2 trigger functions and 1 global variable, its working but im not sure if it cause laggs on bnet and this way i can do it only with numbers that equals 5 because its pain in ass to create 95 or 100 behaviors.

      05% Critical Strike - Core Behavior
      10% Critical Strike - Core Behavior
      15% Critical Strike - Core Behavior
      20% Critical Strike - Core Behavior
      25% Critical Strike - Core Behavior
      30% Critical Strike - Core Behavior
      35% Critical Strike - Core Behavior
      40% Critical Strike - Core Behavior
      45% Critical Strike - Core Behavior
      50% Critical Strike - Core Behavior
      55% Critical Strike - Core Behavior
      60% Critical Strike - Core Behavior
      65% Critical Strike - Core Behavior
      70% Critical Strike - Core Behavior
      75% Critical Strike - Core Behavior
      80% Critical Strike - Core Behavior
      85% Critical Strike - Core Behavior
      90% Critical Strike - Core Behavior
      95% Critical Strike - Core Behavior
    
      CRITICAL STRIKE CHANCE = 5 <Integer[ALL.PLAYERS]>
    
    Remove Critical Strike Chance from Unit
        Options: Action
        Return Type: (None)
        Parameters
            PLAYER = 0 <Integer>
            UNIT = No Unit <Unit>
        Grammar Text: Remove Critical Strike Chance from Unit(PLAYER, UNIT)
        Hint Text: (None)
        Custom Script Code
        Local Variables
        Actions
            Unit - Remove 1   05% Critical Strike - Core Behavior from UNIT from player PLAYER
            Unit - Remove 1   10% Critical Strike - Core Behavior from UNIT from player PLAYER
            Unit - Remove 1   15% Critical Strike - Core Behavior from UNIT from player PLAYER
            Unit - Remove 1   20% Critical Strike - Core Behavior from UNIT from player PLAYER
            Unit - Remove 1   25% Critical Strike - Core Behavior from UNIT from player PLAYER
            Unit - Remove 1   30% Critical Strike - Core Behavior from UNIT from player PLAYER
            Unit - Remove 1   35% Critical Strike - Core Behavior from UNIT from player PLAYER
            Unit - Remove 1   40% Critical Strike - Core Behavior from UNIT from player PLAYER
            Unit - Remove 1   45% Critical Strike - Core Behavior from UNIT from player PLAYER
            Unit - Remove 1   50% Critical Strike - Core Behavior from UNIT from player PLAYER
            Unit - Remove 1   55% Critical Strike - Core Behavior from UNIT from player PLAYER
            Unit - Remove 1   60% Critical Strike - Core Behavior from UNIT from player PLAYER
            Unit - Remove 1   65% Critical Strike - Core Behavior from UNIT from player PLAYER
            Unit - Remove 1   70% Critical Strike - Core Behavior from UNIT from player PLAYER
            Unit - Remove 1   75% Critical Strike - Core Behavior from UNIT from player PLAYER
            Unit - Remove 1   80% Critical Strike - Core Behavior from UNIT from player PLAYER
            Unit - Remove 1   85% Critical Strike - Core Behavior from UNIT from player PLAYER
            Unit - Remove 1   90% Critical Strike - Core Behavior from UNIT from player PLAYER
            Unit - Remove 1   95% Critical Strike - Core Behavior from UNIT from player PLAYER
    
    Set Critical Strike Chance to Unit
        Options: Action
        Return Type: (None)
        Parameters
            PLAYER = 0 <Integer>
            UNIT = No Unit <Unit>
        Grammar Text: Set Critical Strike Chance to Characters(PLAYER, UNIT)
        Hint Text: (None)
        Custom Script Code
        Local Variables
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    CHST. SR.CRITICAL STRIKE CHANCE[PLAYER] == 5
                Then
                    Function - Remove Critical Strike Chance from Unit(PLAYER, UNIT)
                    Unit - Add 1   05% Critical Strike - Core Behavior to UNIT from player PLAYER
                Else
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            CHST. SR.CRITICAL STRIKE CHANCE[PLAYER] == 10
                        Then
                            Function - Remove Critical Strike Chance from Unit(PLAYER, UNIT)
                            Unit - Add 1   10% Critical Strike - Core Behavior to UNIT from player PLAYER
                        Else
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    CHST. SR.CRITICAL STRIKE CHANCE[PLAYER] == 15
                                Then
                                    Function - Remove Critical Strike Chance from Unit(PLAYER, UNIT)
                                    Unit - Add 1   15% Critical Strike - Core Behavior to UNIT from player PLAYER
                                Else
                                    General - If (Conditions) then do (Actions) else do (Actions)
                                        If
                                            CHST. SR.CRITICAL STRIKE CHANCE[PLAYER] == 20
                                        Then
                                            Function - Remove Critical Strike Chance from Unit(PLAYER, UNIT)
                                            Unit - Add 1   20% Critical Strike - Core Behavior to UNIT from player PLAYER
                                        Else
                                            General - If (Conditions) then do (Actions) else do (Actions)
                                                If
                                                    CHST. SR.CRITICAL STRIKE CHANCE[PLAYER] == 25
                                                Then
                                                    Function - Remove Critical Strike Chance from Unit(PLAYER, UNIT)
                                                    Unit - Add 1   25% Critical Strike - Core Behavior to UNIT from player PLAYER
                                                Else
                                                    General - If (Conditions) then do (Actions) else do (Actions)
                                                        If
                                                            CHST. SR.CRITICAL STRIKE CHANCE[PLAYER] == 30
                                                        Then
                                                            Function - Remove Critical Strike Chance from Unit(PLAYER, UNIT)
                                                            Unit - Add 1   30% Critical Strike - Core Behavior to UNIT from player PLAYER
                                                        Else
                                                            General - If (Conditions) then do (Actions) else do (Actions)
                                                                If
                                                                    CHST. SR.CRITICAL STRIKE CHANCE[PLAYER] == 35
                                                                Then
                                                                    Function - Remove Critical Strike Chance from Unit(PLAYER, UNIT)
                                                                    Unit - Add 1   35% Critical Strike - Core Behavior to UNIT from player PLAYER
                                                                Else
                                                                    General - If (Conditions) then do (Actions) else do (Actions)
                                                                        If
                                                                            CHST. SR.CRITICAL STRIKE CHANCE[PLAYER] == 40
                                                                        Then
                                                                            Function - Remove Critical Strike Chance from Unit(PLAYER, UNIT)
                                                                            Unit - Add 1   40% Critical Strike - Core Behavior to UNIT from player PLAYER
                                                                        Else
                                                                            General - If (Conditions) then do (Actions) else do (Actions)
                                                                                If
                                                                                    CHST. SR.CRITICAL STRIKE CHANCE[PLAYER] == 45
                                                                                Then
                                                                                    Function - Remove Critical Strike Chance from Unit(PLAYER, UNIT)
                                                                                    Unit - Add 1   45% Critical Strike - Core Behavior to UNIT from player PLAYER
                                                                                Else
                                                                                    General - If (Conditions) then do (Actions) else do (Actions)
                                                                                        If
                                                                                            CHST. SR.CRITICAL STRIKE CHANCE[PLAYER] == 50
                                                                                        Then
                                                                                            Function - Remove Critical Strike Chance from Unit(PLAYER, UNIT)
                                                                                            Unit - Add 1   50% Critical Strike - Core Behavior to UNIT from player PLAYER
                                                                                        Else
                                                                                            General - If (Conditions) then do (Actions) else do (Actions)
                                                                                                If
                                                                                                    CHST. SR.CRITICAL STRIKE CHANCE[PLAYER] == 55
                                                                                                Then
                                                                                                    Function - Remove Critical Strike Chance from Unit(PLAYER, UNIT)
                                                                                                    Unit - Add 1   55% Critical Strike - Core Behavior to UNIT from player PLAYER
                                                                                                Else
                                                                                                    General - If (Conditions) then do (Actions) else do (Actions)
                                                                                                        If
                                                                                                            CHST. SR.CRITICAL STRIKE CHANCE[PLAYER] == 60
                                                                                                        Then
                                                                                                            Function - Remove Critical Strike Chance from Unit(PLAYER, UNIT)
                                                                                                            Unit - Add 1   60% Critical Strike - Core Behavior to UNIT from player PLAYER
                                                                                                        Else
                                                                                                            General - If (Conditions) then do (Actions) else do (Actions)
                                                                                                                If
                                                                                                                    CHST. SR.CRITICAL STRIKE CHANCE[PLAYER] == 65
                                                                                                                Then
                                                                                                                    Function - Remove Critical Strike Chance from Unit(PLAYER, UNIT)
                                                                                                                    Unit - Add 1   65% Critical Strike - Core Behavior to UNIT from player PLAYER
                                                                                                                Else
                                                                                                                    General - If (Conditions) then do (Actions) else do (Actions)
                                                                                                                        If
                                                                                                                            CHST. SR.CRITICAL STRIKE CHANCE[PLAYER] == 70
                                                                                                                        Then
                                                                                                                            Function - Remove Critical Strike Chance from Unit(PLAYER, UNIT)
                                                                                                                            Unit - Add 1   70% Critical Strike - Core Behavior to UNIT from player PLAYER
                                                                                                                        Else
                                                                                                                            General - If (Conditions) then do (Actions) else do (Actions)
                                                                                                                                If
                                                                                                                                    CHST. SR.CRITICAL STRIKE CHANCE[PLAYER] == 75
                                                                                                                                Then
                                                                                                                                    Function - Remove Critical Strike Chance from Unit(PLAYER, UNIT)
                                                                                                                                    Unit - Add 1   75% Critical Strike - Core Behavior to UNIT from player PLAYER
                                                                                                                                Else
                                                                                                                                    General - If (Conditions) then do (Actions) else do (Actions)
                                                                                                                                        If
                                                                                                                                            CHST. SR.CRITICAL STRIKE CHANCE[PLAYER] == 80
                                                                                                                                        Then
                                                                                                                                            Function - Remove Critical Strike Chance from Unit(PLAYER, UNIT)
                                                                                                                                            Unit - Add 1   80% Critical Strike - Core Behavior to UNIT from player PLAYER
                                                                                                                                        Else
                                                                                                                                            General - If (Conditions) then do (Actions) else do (Actions)
                                                                                                                                                If
                                                                                                                                                    CHST. SR.CRITICAL STRIKE CHANCE[PLAYER] == 85
                                                                                                                                                Then
                                                                                                                                                    Function - Remove Critical Strike Chance from Unit(PLAYER, UNIT)
                                                                                                                                                    Unit - Add 1   85% Critical Strike - Core Behavior to UNIT from player PLAYER
                                                                                                                                                Else
                                                                                                                                                    General - If (Conditions) then do (Actions) else do (Actions)
                                                                                                                                                        If
                                                                                                                                                            CHST. SR.CRITICAL STRIKE CHANCE[PLAYER] == 90
                                                                                                                                                        Then
                                                                                                                                                            Function - Remove Critical Strike Chance from Unit(PLAYER, UNIT)
                                                                                                                                                            Unit - Add 1   90% Critical Strike - Core Behavior to UNIT from player PLAYER
                                                                                                                                                        Else
                                                                                                                                                            General - If (Conditions) then do (Actions) else do (Actions)
                                                                                                                                                                If
                                                                                                                                                                    CHST. SR.CRITICAL STRIKE CHANCE[PLAYER] == 95
                                                                                                                                                                Then
                                                                                                                                                                    Function - Remove Critical Strike Chance from Unit(PLAYER, UNIT)
                                                                                                                                                                    Unit - Add 1   95% Critical Strike - Core Behavior to UNIT from player PLAYER
                                                                                                                                                                Else
    
    Posted in: Data
  • 0

    posted a message on My critical strike ability is not working.
    Quote from fishy77: Go

    @uroboros1987: Go

    Sounds like you have a small error you're not noticing, maybe you don't have the 0.01 in the increase section and it's setting it to 0.01 instead.

    nope, im adding. i tried to set it but it also didnt work

    Posted in: Data
  • 0

    posted a message on My critical strike ability is not working.

    Ok i created behavior with damage response that modifing dmg fraction, and i have an upgrade that has 95 levels and each level increases chance by 0.01 and increasing fraction by 0.05 and what i get, fraction changes and chance not ;( but field says can be upgraded, what im doing wrong?

    Posted in: Data
  • 0

    posted a message on what this error means?
    Quote from Scbroodsc2: Go

    @uroboros1987: Go

    It's just telling you that the text (string that is written) is bigger by X pixel compared to what it is written in (here dialog labels). To fix that you can either make the label taller or the text smaller. In your case if you like how everything is set you could simply set it taller by 5 pixels and it should be fine.

    eh, i havent set up dialog item size at all, looks like thats the problem. ty.

    Posted in: Triggers
  • 0

    posted a message on Make a unit spawn from a dead unit?

    sounds like all u have to do is add ur unit creation effect to damage response on ur behavior, location - defendor with fatal damage flag. dont forget to set damage response chance to 1.

    Posted in: Data
  • 0

    posted a message on what this error means?

    my trigger is working but im keep getting this errors.

    Posted in: Triggers
  • 0

    posted a message on does anyone...

    Please, don't...

    Posted in: Off-Topic
  • 0

    posted a message on [UI]A sample map for Customized Health Bar
    Quote from Rabbit: Go

    @uroboros1987: Go

    Yes, put this in the UIXML:

            <!-- name of player -->
            <Frame type="UnitStatusPlayerName" name="PlayerName">
                <Anchor side="Top" relative="$parent" pos="Min" offset="-40"/>
                <Anchor side="Left" relative="$parent/AttachPointFrame" pos="Min" offset="-50"/>
                <Height val="60"/>
                <Width val="300"/>
                <VisibleToAlly val="true"/>
                <VisibleToOwner val="true"/>
    
                <Frame type="Label" name="Label">
                    <Anchor side="Top" relative="$parent" pos="Min" offset="0"/>
                    <Anchor side="Left" relative="$parent" pos="Min" offset="0"/>
                    <Height val="60"/>
                    <Style val="PlayerUnitName"/>
                </Frame>
            </Frame>
    

    PlayerUnitName is a custom text style based on HeaderTemplate: Horizontal justify: left vertical justify: middle

    Perfect, ty.

    Posted in: General Chat
  • 0

    posted a message on How to open Nova Covert Ops in editor?

    Got any progress?

    Posted in: Off-Topic
  • 0

    posted a message on How to make corpses last forever?
    Quote from Forge_User_04585675: Go

    You can set the unit remove time to -1 which is either infinite or as good as. For a corpse actor to remain on the ground you will need to pause the actor or prevent it from being removed at the end of its animations.

    Be aware that after many units die this could degrade map performance. You might want to remove them from time to time.

    So if i set up death time, when unit removes from the game actor will automaticly be removed aswell?

    Posted in: Data
  • 0

    posted a message on How to make corpses last forever?
    Quote from FunkyUserName: Go

    @uroboros1987: Go

    dont let the unit die, just play the death animation, freeze the animation on the unit actor, add a buff to disable control etc.

    then leaderboard that counts kills wont work

    Posted in: Data
  • 0

    posted a message on How to make corpses last forever?
    Quote from kim743: Go

    @uroboros1987: Go

    Sorry, I haven't checked the forum for a while.

    So it is pretty much straightforward. Everything is the same to what I said earlier, except two things.

    1. number of seconds for duration (4 and 60 sec, for my case) must be put as Base, not Range.

    2. For each "TimerExpired" event, you should right click it and "add term" and choose "TimerName". For the 1st and 2nd TimerExpired, put Pause as name. For the 3rd one, put Unpause.

    Hope this helps.

    is it possible to create corpse dummy unit with corpse animation model after unit death animation finished? so i can use these dummy corpses to interact with my abilities like ressurect or cannibalizm

    Posted in: Data
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