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    posted a message on Heal bounce?

    @Reaperguyver: Go

    Not sure if this is what you want, but someone's already made a skill similar sounding to what you want for me during the beta.

    http://forums.sc2mapster.com/resources/project-workplace/3736-making-free-abilities-example-ability-thread/?page=4#p73

    Not sure if it still works or not, since I've been working on another since the game went live, but therey ou go.

    Posted in: Data
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    posted a message on Half damge from normal attack
    Quote from Forge_User_59026135: Go

    Got it, a debuff, should be possible with a buff behavior modification-combat fraction 0.5

    Bleh. That worked. Thanks for the help. I thought that would change the attacking unit's attack fraction, but it obviously didn't.

    Thanks again.

    @serardt With the game I'm making it wouldn't make sense to have it look at a skill first. I've gotten back into working on my past project: http://www.sc2mapster.com/maps/working-title-minion-assault/

    Posted in: Data
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    posted a message on Half damge from normal attack

    @b0ne123: Go

    thanks for the reply.

    No, that's not what I'm looking for.

    What I need is so that every time my unit hits an enemy, he lowers THAT enemy's damage by half.

    Posted in: Data
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    posted a message on Half damge from normal attack

    I can't seem to find out how to cause a unit to do half damage to enemies he hits with his normal attack.. what exactly do you edit?

    Posted in: Data
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    posted a message on Making Free Abilities/Example Ability Thread

    @Slypoos: Go

    So I'm just trying to figure out what you did here.. where is the "TSLife (Unknown)"? Obviously, this is where it prioritizes the targets with lowest hp, right? What tab is it under? And is it editable at all?

    Posted in: Project Workplace
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    posted a message on Making Free Abilities/Example Ability Thread

    @Slypoos: Go

    So, all you made were some effects, a behavior, a button and the prayer of mending weapon?

    Posted in: Project Workplace
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    posted a message on Making Free Abilities/Example Ability Thread

    @Slypoos: Go

    asdfasdgasdg

    Thanks so much for this. It doesn't need to be flashy at all, it's perfect. Thanks so much!

    Posted in: Project Workplace
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    posted a message on Making Free Abilities/Example Ability Thread

    I have an idea for you, but it seems like this would be a HUGE time involvement judging by the tutorial to make a chain lightning effect without using missiles...

    So, basically, I want a Prayer of Mending spell from World of Warcraft's Priest class (in case you don't know, it's a spell buff that stays on the target for 30 seconds or until the person takes damage (from direct sources), then bounces to another target and repeats 5 times). Difference for me, I don't want it to go off when the target gets hit, but rather just bounce 5 times. The spell should be able to hit any previous target any number of times, but must bounce first to another allied target. So, if there's only 2 people standing close enough, it can hit one target 3 times, and the other one 2 times. Target priority is to bounce to the person with the lowest health first, then go from there.

    You're sure to be mentioned in credits on any project I finally get around to putting it in. :P

    Posted in: Project Workplace
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    posted a message on Checking Conditions

    I'm going to try to ask this as best as I can..

    First of all, I've got a trigger that causes the computer to build a random upgrade every ~2 minutes of game time (time is not accurate, and sometimes it researches after 20 seconds, but that's not the issue). What I'd like to know, is how can I set up my trigger so that the computer doesn't try to build an upgrade that it already has?

    Trigger 1:

    Level 1 Upgrades P1
        Events
            Timer - Every 120.0 seconds of Game Time
        Local Variables
        Conditions
            (Player 1 Minerals) >= 10
            (Controller of player 2) == User
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Protoss Ground Weapons Level 1 count for 1, counting Complete) == 1
                    (Protoss Ground Armors Level 1 count for 1, counting Complete) == 1
                    (Protoss Shields Level 1 count for 1, counting Complete) == 1
                    (Protoss Air Weapons Level 1 count for 1, counting Complete) == 1
                    (Protoss Air Armors Level 1 count for 1, counting Complete) == 1
                Then
                    Trigger - Turn Level 2 Upgrades P1 On
                    Trigger - Turn (Current trigger) Off
                Else
                    General - While (Conditions) are true, do (Actions)
                        Conditions
                            Or
                                Conditions
                                    (Protoss Ground Weapons Level 1 count for 1, counting Complete) == 0
                                    (Protoss Ground Armors Level 1 count for 1, counting Complete) == 0
                                    (Protoss Shields Level 1 count for 1, counting Complete) == 0
                                    (Protoss Air Weapons Level 1 count for 1, counting Complete) == 0
                                    (Protoss Air Armors Level 1 count for 1, counting Complete) == 0
                        Actions
                            Variable - Set UpgradeLvL[1] = Forge - Upgrade Ground Weapons Level 1
                            Variable - Set UpgradeLvL[2] = Forge - Upgrade Ground Armor Level 1
                            Variable - Set UpgradeLvL[3] = Forge - Upgrade Shields Level 1
                            Variable - Set UpgradeLvL[4] = Cybernetics Core - Upgrade Air Weapons Level 1
                            Variable - Set UpgradeLvL[5] = Cybernetics Core - Upgrade Air Armor Level 1
                            Variable - Set RandomUpgrade = (Random integer between 1 and 5)
                            Variable - Set UpgradeLvL[6] = UpgradeLvL[RandomUpgrade]
                            Data Table - Save UpgradeLvL[6] as "RandomUpgrade" in the Local data table
                            Unit - Order Unit to (gv_upgradeLvL[6]) (Replace Existing Orders)
                            Trigger - Turn (Current trigger) Off
                            General - Wait 120.0 Real Time seconds
                            Trigger - Turn (Current trigger) On

    Trigger 2 (and 3) looks exactly the same, only it's level 2 (and 3) of all the upgrades. So, how can I make it so it won't try to build the same upgrade more than once? Obviously with this, it causes the randomness to occasionally try to build the same thing again, which becomes a bit of a problem around the last 2 upgrades.

    Posted in: Miscellaneous Development
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    posted a message on [Trigger]Changing Command Card via Triggers

    I've had this question myself, and others have as well on various forums. So I thought I'd centralize all the answers in to one tutorial. This doesn't actually change the command card (since there is no way to via triggers (yet?)), but rather gives the illusion that it does, which is just as good.

    In this example, I will be swapping between 2 sets of units to train from my Nexus.

    First, you just need to set all of your abilities on command card page 1. In my example, I have Protoss units as the default buttons, and Terran units as the alternate: Protoss Terran

    Next, you need to have a button that swaps between the units: Swap Units

    I'm not showing all of the units, because that would require too many pictures. The idea is the same for all of them; however with unit training, you have to disable the entire ability to train units. Thus if you only want 1 unit disabled, you would have to create a new train ability for each unit individually (of course, in the case of abilities that you have created yourself, disabling just that ability alone works fine).

    Finally, just set up your trigger like so: Trigger

    making sure that you've set a global variable into an array (only global array variable works for some reason, and local anything doesn't. I'm not sure why), and there you have it. What this does, is it allows the player to swap back and forth between the unit builds. Normally, when you swap to command card page 2, it swaps back to page one after:

    1) selecting an ability, or

    2) when you select a different unit and back

    This video displays the working trigger in action, swapping between the unit choices and staying that way even when you select another unit and back.

    If anyone needs clarification on anything, feel free to ask.

    Posted in: Tutorials
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    posted a message on Pulling information and using it
    Quote from frostmanx: Go

    That's exactly what

    Variable - Set UnitLife = ((Triggering unit) Life (Current))
    
    
    does. UnitLife is the name of the variable where the unit's life will stored, ((Triggering unit) Life (Current)) can be selected via Unit - Unit Property. This function returns a real value, so you will need to call
    Conversion - Convert Real to Integer -  ((Triggering unit) Life (Current))
    

    How do you get the triggering unit part? Only thing that shows up for me is triggering player. Is there any other way to get a unit's health to put into a variable?

    Posted in: Miscellaneous Development
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    posted a message on Ability Use Command Card

    So I was just wondering if it was at all possible to remove the "select target" on the command card when you choose to use an ability (or attack)? I want to keep the command card on page 1, instead of having it show "select target" with the cancel button. Reason I want this, is because I want to be able to swap to another ability while still targeting with one.

    Posted in: Miscellaneous Development
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    posted a message on aoe knockback help

    @Etravex: Go

    Thanks.

    As a side note, your response helped me complete an ability I was conflicted about. So, thanks on two fronts.

    Posted in: Miscellaneous Development
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    posted a message on Removing Buff?

    Alright, I figured out how to remove the stun and make it into like a pulsating ability.

    Just set 2 search effects to the persistent effect, and have the second search remove the buff. Works like a charm.

    Video demonstration: (still processing)

    Posted in: Miscellaneous Development
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    posted a message on aoe knockback help

    @Etravex: Go

    Nice vid.

    I meant can you show the work you've done, all the behavior/effect setups and all that?

    Posted in: Miscellaneous Development
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