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.
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?
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.
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%CriticalStrike-CoreBehavior10%CriticalStrike-CoreBehavior15%CriticalStrike-CoreBehavior20%CriticalStrike-CoreBehavior25%CriticalStrike-CoreBehavior30%CriticalStrike-CoreBehavior35%CriticalStrike-CoreBehavior40%CriticalStrike-CoreBehavior45%CriticalStrike-CoreBehavior50%CriticalStrike-CoreBehavior55%CriticalStrike-CoreBehavior60%CriticalStrike-CoreBehavior65%CriticalStrike-CoreBehavior70%CriticalStrike-CoreBehavior75%CriticalStrike-CoreBehavior80%CriticalStrike-CoreBehavior85%CriticalStrike-CoreBehavior90%CriticalStrike-CoreBehavior95%CriticalStrike-CoreBehaviorCRITICALSTRIKECHANCE=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
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?
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.
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.
<!-- name of player --><Frametype="UnitStatusPlayerName"name="PlayerName"><Anchorside="Top"relative="$parent"pos="Min"offset="-40"/><Anchorside="Left"relative="$parent/AttachPointFrame"pos="Min"offset="-50"/><Heightval="60"/><Widthval="300"/><VisibleToAllyval="true"/><VisibleToOwnerval="true"/><Frametype="Label"name="Label"><Anchorside="Top"relative="$parent"pos="Min"offset="0"/><Anchorside="Left"relative="$parent"pos="Min"offset="0"/><Heightval="60"/><Styleval="PlayerUnitName"/></Frame></Frame>
PlayerUnitName is a custom text style based on HeaderTemplate: Horizontal justify: left vertical justify: middle
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?
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
0
can u show me how to create this kind of requirement, i dont really understand.
0
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?
0
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.
0
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.
0
nope, im adding. i tried to set it but it also didnt work
0
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?
0
eh, i havent set up dialog item size at all, looks like thats the problem. ty.
0
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.
0
my trigger is working but im keep getting this errors.
0
Please, don't...
0
Perfect, ty.
0
Got any progress?
0
So if i set up death time, when unit removes from the game actor will automaticly be removed aswell?
0
then leaderboard that counts kills wont work
0
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