Well you can create a set for your attack's effect, And create a persistent to start the effect. 1 for each range... then tie validators to the effects to make them only fire if they are at a certain range... You can set an initial delay to the persistent so that the effect will not start until x ammount of time.
The set would call each effect, and would want to create the attack 4 times, but each persistent would only be allowed to fire if their validator is correct, otherwise the persistent would die... leaving only 1 to fire should it meet the requirements. Each periodic would do the same thing, except have a different intial delay.
Now that part is easy... I can't seem to get a Siege Tank in Siege mode to cast spells for me at all; except they will in some random spot within their range and nowhere else.
What i've used is goto the damage effect for every damage you are using, set the reduction value to 1/10000th of the Damage Value. Now every point of armor decreases damage taken from that source by 0.01% You would just have to do some funny calculations by triggers to apply buffs that reduce or buff armor by X ammount based on deminishing returns when calculating the value of all armor pieces equiped. Effectively turning Values for Armor bonus on items to a rating, and then apply armor to a unit based on your calculation. (I might get to creating a library to do this for any interested eventually).
Thus having 4 items each giving 2500 Armor value, undeminished would result in a 100% damage reduction...
If you apply a calculation like X = (Y(sqrt)) * 1.5
X being the actual armor of the Unit, and Y being the Armor value provided by the item.
You would not hit Armor cap until 44,444,444.44 Armor Value then.
You can use a login system where a Account / Password is required to release variables within the bank. This would require a working edit box... which doesn't exist, but there is a workaround... several variations on this site... I created one a few months ago...
This is a minor security precaution though... somebody can just open the xml files that get stored in their bank folder and edit them as they see fit.
yeah... make it search for targets to apply the damage to... and if you want it only to be a single target, you can force it to apply an effect (damage) to a max number of targets (1)
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@RobertMinson: Go
Well you can create a set for your attack's effect, And create a persistent to start the effect. 1 for each range... then tie validators to the effects to make them only fire if they are at a certain range... You can set an initial delay to the persistent so that the effect will not start until x ammount of time.
So it would look like: Ability; Effect - Target > Set Artillery Attack > Persistent01;Persistent02;Persistent03;Persistent04; Persistent01: Initial delay - 1.000; Validators; LocRange - LessThan9; LocRange - GreaterThan5 Persistent02: Initial delay - 3.000; Validators; LocRange - LessThan15; LocRange - GreaterThan9 Persistent03: Initial delay - 5.000; Validators; LocRange - LessThan20; LocRange - GreaterThan15 Persistent04: Initial delay - 7.000; Validators; LocRange - LessThan30; LocRange - GreaterThan20
The set would call each effect, and would want to create the attack 4 times, but each persistent would only be allowed to fire if their validator is correct, otherwise the persistent would die... leaving only 1 to fire should it meet the requirements. Each periodic would do the same thing, except have a different intial delay.
Now that part is easy... I can't seem to get a Siege Tank in Siege mode to cast spells for me at all; except they will in some random spot within their range and nowhere else.
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@Aztron: Go
What i've used is goto the damage effect for every damage you are using, set the reduction value to 1/10000th of the Damage Value. Now every point of armor decreases damage taken from that source by 0.01% You would just have to do some funny calculations by triggers to apply buffs that reduce or buff armor by X ammount based on deminishing returns when calculating the value of all armor pieces equiped. Effectively turning Values for Armor bonus on items to a rating, and then apply armor to a unit based on your calculation. (I might get to creating a library to do this for any interested eventually).
Thus having 4 items each giving 2500 Armor value, undeminished would result in a 100% damage reduction... If you apply a calculation like X = (Y(sqrt)) * 1.5 X being the actual armor of the Unit, and Y being the Armor value provided by the item. You would not hit Armor cap until 44,444,444.44 Armor Value then.
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@s3rius: Go
You can use a login system where a Account / Password is required to release variables within the bank. This would require a working edit box... which doesn't exist, but there is a workaround... several variations on this site... I created one a few months ago...
This is a minor security precaution though... somebody can just open the xml files that get stored in their bank folder and edit them as they see fit.
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I use "Webroot AntiVirus with Spy Sweeper". I used to use Norton, but a friend of mine (who works in Internet Security) turned me onto this.
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@xhahahax: Go
yeah... make it search for targets to apply the damage to... and if you want it only to be a single target, you can force it to apply an effect (damage) to a max number of targets (1)
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@RodOfNOD: Go
http://www.sc2mapster.com/maps/text-field-dialog/
Did this already almost 2 months ago. Where's the emote for sadface for not getting the credit?