i more or less did it for you :D ,
Note: i didnt test it so i may have made a mistake somewhere, but other then that it should work
this trigger
Events
Timer - Every 5.0 seconds of Game Time
Local Variables
Random int = 0 <Integer>
Conditions
Actions
Variable - Set Random int = (Random integer between 1 and 4)
General - Switch (Actions) depending on Random int
Cases
General - If (1)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
alreadybuilt1 == false
Then
Unit - Create 1 Supply Depot for player 0 at (Center of Region 005) using default facing (Ignore Placement)
Variable - Set alreadybuilt1 = true
Else
Trigger - Run this trigger (Check Conditions, Don't Wait until it finishes)
General - If (2)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
alreadybuilt2 == false
Then
Unit - Create 1 Supply Depot for player 0 at (Center of Region 006) using default facing (Ignore Placement)
Variable - Set alreadybuilt2 = true
Else
Trigger - Run this trigger (Check Conditions, Don't Wait until it finishes)
General - If (3)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
alreadybuilt3 == false
Then
Variable - Set alreadybuilt3 = true
Unit - Create 1 Supply Depot for player 0 at (Center of Region 007) using default facing (Ignore Placement)
Else
Trigger - Run this trigger (Check Conditions, Don't Wait until it finishes)
General - If (4)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
alreadybuilt4 == false
Then
Unit - Create 1 Supply Depot for player 0 at (Center of Region 008) using default facing (Ignore Placement)
Variable - Set alreadybuilt4 = true
Else
Trigger - Run this trigger (Check Conditions, Don't Wait until it finishes)
Default
General - If (Conditions) then do (Actions) else do (Actions)
If
alreadybuilt1 == true
alreadybuilt2 == true
alreadybuilt3 == true
alreadybuilt4 == true
Then
Trigger - Turn (Current trigger) Off
Else
Oh and just a tip after looking at your attachment, i suggest you use "switch" or "in then else multiple" instead of a ton "if then else" just makes things a beat more neater and easier to look at
@AnyILL
i think the way you said it is more or less the best way to do it, maybe it could've been done through custom actions but that wouldn't have made that big of a difference
Power of the Khala(support/defensive,activated/passive)(can just make it so that bonus has a duration so its not a passive, i just envisioned better/cooler as a passive)
Nearby protoss units get a bonus to shields/energy/damage, all units get a bonus including the Hightemplar, the more units the better the boost and depends on the unit type. for example Archon gives more then High Templar, and High Templar gives more then Zealot, and Shadow/Dark Templar would add damage.(The unit type thing is because im fairly sure that different protoss units vary in how good they are with psionic stuff, and Dark Templars follow the Void so they give a separate bonus)
Psi Bolt (offensive, Activated)
Deals Damage and stuns (pretty much like fire or frost bolt from wc3)
Shadow Templar
Assassinate(offensive,activated)
Deals damage, also has a chance to Crit/insta kill the target depending on several things. Could depend on Targets health, targets type, Shadow Templars attributes, and position of target(ex. better chance if shadow templar is behind a target than infront)
Zealot
For the Horde!!...err i mean Aiur(you can change the name if you want lol xD)(support/defensive,activated)
After its used, for a certain duration if a nearby ally dies it will instantly revive with a low % of its health and energy
Queen
Organ Donor (support,activated)
Transfers x amount of health from one ally unit, and gives another 2x
Zergling
secondary weapon: bite, with a % to cause some sort of effect like stun or DoT
Unleash(best name i could think up for this, i dont rly like the name tho)(offensive, activated)
jumps onto a target and deals constant, the target is stunned and the zergling cant accept any command for the duration of this ability (i kinda just imagine this being the zergling jumping onto someones face and going at them)
---------------
I like the changes to the queen ability, esp the letting it send the broodlings to another ally. also for this ability when i made it up i was thinking of the parasite ability that the naga seawitch had from wc3, i just forgot the name lol
For the Zergling ability, idk how well the speed bonus would be during a boss or pvp because during fights like those there arn't too many things that would die easily enough for the bonus to last long enough to stack up even twice, but versus regular creeps i assume it would be just fine.
its sorta funny how i just though up all these abilities for your map, but i keep on getting mental blocks for my map xD
To do damage based of off attributes you would have to use triggers as far as i know. Same for thorns, but it might also be doable through the data editor, i'm not sure exactly how though.
Queen ideas
maybe you could make it so that when ever a unit is on creep thats generated by her, spells cast by her on that unit would have greater effects
corruption(offensive,activated)
puts a DoT on an enemy unit, if it dies while under the effects of the DoT a unit is spawned
(couldn't think of a name for this 1)(defensive/support,activated)
Target unit gets a temporary bonus to health, armor, and is now the target of all nearby enemies.
Shadow Templar ideas
mark(offensive/support,actvated)
marks a target enemy, and the next hit done by any ally does extra damage
High Templar Ideas
Mind Link(support,activated/passive)
Nearby Allies share a mana pool (similar to how spirit link worked in wc3 except with energy instead of mana)
or
Nearby allies are able to use the high templars energy if they are out of energy(i'v never seen something like this done before i think, but with the GE why not)
Zergling Ideas
Adrenaline rush (Offensive,passive)
every time the zergling attacks, its attack speed is increased, has a limit on how much it can stack and bonus goes away after not fighting for a set amount of time
------------
thats all i could think up for now, maybe what you should do is give a description of what kind of role you want each class to fill and/or what you envisioned them to be, might help some people with ideas
I think we described 2 different things
what i described was storing the actual units into a variable
you described storing each type of tower into a variable
Both methods should work, it depends on what he wants to do with it exactly
So theres a 20 mb limit on maps (i think iv read somewhere that its 10 mb per map but not sure)
and it got me thinking about how it would limit some map makers and if there were loopholes.
If you have several really big maps (able to upload 1 or 2 but no all onto one account) wouldn't you just be able to ask a friend to upload a map onto their account under their name?
also if you were to do the above, and one of your maps allows players to go from one map to another, if one of those maps is on your uploaded through your friends account would it still work?
this would probably fit better in the brainstorming section, but w/e
how about an 2 separate abilities that 2 different classes can cast, but when they cast them at the same time, it creates a new effect
for example:
High Templar has ability A, that buffs nearby allies, and has a cast time of 5 seconds
Shadow Templar has ability B, that debuffs enemies, and has a cast time of 5 seconds
if a Shadow Templar casts ability B while a High Templar is casting Ability A(or vice-versa) instead of each of those abilities doing what they originally were supposed to do they would create an aoe damaging effect to all enemies for a lot of damage
you cant put unit types into a unit group, and you cant put a unit into a unit group until its built
you would have to add a newly built tower into a unit group each time.
and every time you upgrade a tower, remove it from the previous level unit group and add it to the next(im not sure if units stay in a unit group after they morph/upgrade)
um, idk how to do this, but maybe what you should try looking at are hangar abilities(its how broolords have broodlings follow them, maybe you can figure out how to make them circle you?) spawn behaviors (its how Hatcheries spawn larvae, it might have something) also go check out pylons cause they have a rotating animation (i think it has something to do with turrets so maybe thats what you need)
like i said tho im not rly sure how to do this, just some ideas that might help
With various Behaviors that allow you to alter a units damage, there is a scaled and unscaled damage, can someone tell me whats the difference between these two?
index doesnt refer to the hero level, for each level you have to set each attribute.
In the 1st screenshot you basically had agility set to a certain level 4 times
the index is just used to tell apart the different attributes per level
Does the dmg effect its self have a search for aoe dmg?
For the hellion the enabled markers are on the weapon its self.
you could also try putting the markers on the search effect instead, that might work
i gtg soon so i probably wont be able to try to help much longer :/
so your issue is that your target is getting hit 5 times when you want it to get hit only once?
try doing this. go to "effects-Markers+" for the ability. Then try enabling Id under match flags, and make sure to have count on atleast 1. I think this is how abilities and effects and such actually mark things
0
i more or less did it for you :D ,
Note: i didnt test it so i may have made a mistake somewhere, but other then that it should work
this trigger
Events
Timer - Every 5.0 seconds of Game Time
Local Variables
Random int = 0 <Integer>
Conditions
Actions
Variable - Set Random int = (Random integer between 1 and 4)
General - Switch (Actions) depending on Random int
Cases
General - If (1)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
alreadybuilt1 == false
Then
Unit - Create 1 Supply Depot for player 0 at (Center of Region 005) using default facing (Ignore Placement)
Variable - Set alreadybuilt1 = true
Else
Trigger - Run this trigger (Check Conditions, Don't Wait until it finishes)
General - If (2)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
alreadybuilt2 == false
Then
Unit - Create 1 Supply Depot for player 0 at (Center of Region 006) using default facing (Ignore Placement)
Variable - Set alreadybuilt2 = true
Else
Trigger - Run this trigger (Check Conditions, Don't Wait until it finishes)
General - If (3)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
alreadybuilt3 == false
Then
Variable - Set alreadybuilt3 = true
Unit - Create 1 Supply Depot for player 0 at (Center of Region 007) using default facing (Ignore Placement)
Else
Trigger - Run this trigger (Check Conditions, Don't Wait until it finishes)
General - If (4)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
alreadybuilt4 == false
Then
Unit - Create 1 Supply Depot for player 0 at (Center of Region 008) using default facing (Ignore Placement)
Variable - Set alreadybuilt4 = true
Else
Trigger - Run this trigger (Check Conditions, Don't Wait until it finishes)
Default
General - If (Conditions) then do (Actions) else do (Actions)
If
alreadybuilt1 == true
alreadybuilt2 == true
alreadybuilt3 == true
alreadybuilt4 == true
Then
Trigger - Turn (Current trigger) Off
Else
Oh and just a tip after looking at your attachment, i suggest you use "switch" or "in then else multiple" instead of a ton "if then else" just makes things a beat more neater and easier to look at
@AnyILL
i think the way you said it is more or less the best way to do it, maybe it could've been done through custom actions but that wouldn't have made that big of a difference
0
High Templar
Power of the Khala(support/defensive,activated/passive)(can just make it so that bonus has a duration so its not a passive, i just envisioned better/cooler as a passive)
Nearby protoss units get a bonus to shields/energy/damage, all units get a bonus including the Hightemplar, the more units the better the boost and depends on the unit type. for example Archon gives more then High Templar, and High Templar gives more then Zealot, and Shadow/Dark Templar would add damage.(The unit type thing is because im fairly sure that different protoss units vary in how good they are with psionic stuff, and Dark Templars follow the Void so they give a separate bonus)
Psi Bolt (offensive, Activated)
Deals Damage and stuns (pretty much like fire or frost bolt from wc3)
Shadow Templar
Assassinate(offensive,activated)
Deals damage, also has a chance to Crit/insta kill the target depending on several things. Could depend on Targets health, targets type, Shadow Templars attributes, and position of target(ex. better chance if shadow templar is behind a target than infront)
Zealot
For the Horde!!...err i mean Aiur(you can change the name if you want lol xD)(support/defensive,activated)
After its used, for a certain duration if a nearby ally dies it will instantly revive with a low % of its health and energy
Queen
Organ Donor (support,activated)
Transfers x amount of health from one ally unit, and gives another 2x
Zergling
secondary weapon: bite, with a % to cause some sort of effect like stun or DoT
Unleash(best name i could think up for this, i dont rly like the name tho)(offensive, activated)
jumps onto a target and deals constant, the target is stunned and the zergling cant accept any command for the duration of this ability (i kinda just imagine this being the zergling jumping onto someones face and going at them)
---------------
I like the changes to the queen ability, esp the letting it send the broodlings to another ally. also for this ability when i made it up i was thinking of the parasite ability that the naga seawitch had from wc3, i just forgot the name lol
For the Zergling ability, idk how well the speed bonus would be during a boss or pvp because during fights like those there arn't too many things that would die easily enough for the bonus to last long enough to stack up even twice, but versus regular creeps i assume it would be just fine.
its sorta funny how i just though up all these abilities for your map, but i keep on getting mental blocks for my map xD
0
Go check out one of bifuu's tutorials, how to emulate wc3 hero abilities
http://forums.sc2mapster.com/development/tutorials/1333-video-data-wc3-hero-ability-emulation/#p5
0
To do damage based of off attributes you would have to use triggers as far as i know. Same for thorns, but it might also be doable through the data editor, i'm not sure exactly how though.
0
Queen ideas
maybe you could make it so that when ever a unit is on creep thats generated by her, spells cast by her on that unit would have greater effects
corruption(offensive,activated)
puts a DoT on an enemy unit, if it dies while under the effects of the DoT a unit is spawned
(couldn't think of a name for this 1)(defensive/support,activated)
Target unit gets a temporary bonus to health, armor, and is now the target of all nearby enemies.
Shadow Templar ideas
mark(offensive/support,actvated)
marks a target enemy, and the next hit done by any ally does extra damage
High Templar Ideas
Mind Link(support,activated/passive)
Nearby Allies share a mana pool (similar to how spirit link worked in wc3 except with energy instead of mana)
or
Nearby allies are able to use the high templars energy if they are out of energy(i'v never seen something like this done before i think, but with the GE why not)
Zergling Ideas
Adrenaline rush (Offensive,passive)
every time the zergling attacks, its attack speed is increased, has a limit on how much it can stack and bonus goes away after not fighting for a set amount of time
------------
thats all i could think up for now, maybe what you should do is give a description of what kind of role you want each class to fill and/or what you envisioned them to be, might help some people with ideas
0
@Lonami:
I think we described 2 different things
what i described was storing the actual units into a variable
you described storing each type of tower into a variable
Both methods should work, it depends on what he wants to do with it exactly
0
So theres a 20 mb limit on maps (i think iv read somewhere that its 10 mb per map but not sure)
and it got me thinking about how it would limit some map makers and if there were loopholes.
If you have several really big maps (able to upload 1 or 2 but no all onto one account) wouldn't you just be able to ask a friend to upload a map onto their account under their name?
also if you were to do the above, and one of your maps allows players to go from one map to another, if one of those maps is on your uploaded through your friends account would it still work?
0
when making a variable, make its type game link, and then you can make it into an upgrade variable
0
this would probably fit better in the brainstorming section, but w/e
how about an 2 separate abilities that 2 different classes can cast, but when they cast them at the same time, it creates a new effect
for example:
High Templar has ability A, that buffs nearby allies, and has a cast time of 5 seconds
Shadow Templar has ability B, that debuffs enemies, and has a cast time of 5 seconds
if a Shadow Templar casts ability B while a High Templar is casting Ability A(or vice-versa) instead of each of those abilities doing what they originally were supposed to do they would create an aoe damaging effect to all enemies for a lot of damage
0
you cant put unit types into a unit group, and you cant put a unit into a unit group until its built
you would have to add a newly built tower into a unit group each time.
and every time you upgrade a tower, remove it from the previous level unit group and add it to the next(im not sure if units stay in a unit group after they morph/upgrade)
0
um, idk how to do this, but maybe what you should try looking at are hangar abilities(its how broolords have broodlings follow them, maybe you can figure out how to make them circle you?) spawn behaviors (its how Hatcheries spawn larvae, it might have something) also go check out pylons cause they have a rotating animation (i think it has something to do with turrets so maybe thats what you need)
like i said tho im not rly sure how to do this, just some ideas that might help
0
With various Behaviors that allow you to alter a units damage, there is a scaled and unscaled damage, can someone tell me whats the difference between these two?
0
index doesnt refer to the hero level, for each level you have to set each attribute.
In the 1st screenshot you basically had agility set to a certain level 4 times
the index is just used to tell apart the different attributes per level
0
Does the dmg effect its self have a search for aoe dmg?
For the hellion the enabled markers are on the weapon its self.
you could also try putting the markers on the search effect instead, that might work
i gtg soon so i probably wont be able to try to help much longer :/
0
so your issue is that your target is getting hit 5 times when you want it to get hit only once?
try doing this. go to "effects-Markers+" for the ability. Then try enabling Id under match flags, and make sure to have count on atleast 1. I think this is how abilities and effects and such actually mark things