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    posted a message on Issue with adding/subtracting damage and hero attributes

    @vailreth: Go

    It would be a bit too tedious, the attributes dont cap at 100, the attributes dont cap at all, although i dont see a unit ever being able to get over 500 points, but still i dont think it is a viable option to manually create 1000 behaviors and validateors /=

    Posted in: Data
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    posted a message on Issue with adding/subtracting damage and hero attributes

    I am working on some attributes for the Heros in my game and i am having some trouble coming up with the mechanics to make everything work the way that i want. So i have 2 attributes, Endurance, and Power. For each point of power the hero does +1% damage with all attacks (this attribute is working properly) (ex. a unit with 100 points of power will deal double damage) In math terms,

    % Damage Done=1+(Power*.01)

    For each point of endurance the hero receives less damage based on an inverse, it is kinda the opposite of Power, If a hero with X number points of Power attacks a unit with X number points of Endurance the damage dealt is not changed. (the stats cancel each other out) Mathematically it can be represented as

    % Damage Received=1/(1+(Endurance*.01)) Or (1+(Endurance*.01))^-1 (the inverse of the function for power)

    As far as i know this is impossible to do through data alone (i cannot input these formulas correctly in to the attribute behaviors) The reason being is that the behaviors like to stack on top of themselves Example: i create a behavior with a Damage dealt fraction field set to 1.01 and stack this behavior on a unit 70 times, i do not get a unit with 1.7x damage i get a unit dealing ((1.01)^70) times regular damage (about 2x regular damage) And the same with damage received

    So i opened up my trigger editor and did something along the lines of this-

    <Hero Damage Readouts And Power Damage Increase Ranged>

    Events

    Unit - Any Unit takes Fatal or Non-Fatal Ranged damage (from Any effects)

    Local Variables

    Conditions

    (Damaging effect) != Ranged Damage

    ((Unit type of (Damaging unit)) has Heroic attribute) == True

    Actions

    Environment - Deal damage using Ranged Damage on (Triggering unit) from (Damaging unit) with ((Triggering damage amount) * ((Real((Stack count of Power on (Damaging unit)))) * .01)) extra damage

    - Thats the one i used for Ranged damage, there are 2 more for melee and spell damage Basically it does more damage based on the power attribute

    This makes my Power Attribute work great! its all working, i run in to an issue with my Endurance attribute, i tried handling it in triggers also, kinda merging it in with the trigger above, by taking the difference between the attacking unit's power and the triggering unit's endurance and doing calculations from that with the triggers either adding or subtracting damage. I run in to 2 issues here, it turns out i cannot have a damage effect deal negative damage /= and on top of that i foresee problems with fatal blows Example a hero has 100 points of Endurance and 10 health left, he is attacked with a damage amount if 10, In a perfect setup the hero would receive 5 damage (50%) and live, but if i do this through triggers like this my hero will take 10 damage. then regenerate 5, but he will die after receiving the 10 damage.

    If i explained that weird then let me know, I really need a way to make this endurance attribute work right, any help would be appreciated! Thanks

    Posted in: Data
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    posted a message on Beam Trigger

    ...i cant just set it up with triggers? the Unit A is occupied

    Posted in: Triggers
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    posted a message on Beam Trigger

    @Eiviyn: Go

    Its actually part of a much bigger scheme of things in an ability, i can easily create beam between 2 units via data i need triggers for this particular scenario...

    Posted in: Triggers
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    posted a message on Beam Trigger

    I need to create a beam between 2 units in triggers I have 2 units reverenced in triggers Unit A and Unit B,

    Isnt there i way to just create a beam with triggers, and then assign its launch and impact points? i just need to create it, set its launch point to the weapon on unit A and set its impact point to the center of unit B, this is doable right?

    Posted in: Triggers
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    posted a message on Help with Easy leveling hero abilitys

    In my project that i am about to undertake i am planing to make 30-50 heroes each with 4 abilities that they can level up 6 times, and each ability level is going to have between 3-10 effects, doing the math i am going to be creating A LOT of effects, well i don't like to waist time sifting through a million duplicates of identical effects i was wondering if it is possible to create a validator that checks the level of an ability on a unit and how i would go about creating this validator, if i could utilize this validator then i could for example take a Single target ability that deals (100*ability level) and applies a slow behavior from 6 set effects each with a different damage effect and the same apply behavior down to a Single Set effect with all 6 Damage effects on it, and just put this validator on each of the damage effects so only the level 5 (500 damage) damage effect fires when the ability level is = to 5. Hope that makes sense any help appreciated... Thanks

    Posted in: Data
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    posted a message on Hotkeys and UI

    @Mogranlocky: Go Well that is inconvenient now isn't it? why don't they just make their "Key and Mouse button pressed Events" not super laggy to begin with? Is it really that hard blizzard? you have made this amazing game yet you can not eliminate a 2 second delay between me pressing a key and the game registering it XD

    Posted in: Triggers
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    posted a message on Hotkeys and UI

    I am working on a system that allows users to use the "button pressed" function in the trigger editor in online maps with significantly reduced lag. I am almost there but for my map there is one problem. The basis of this system is that when a player presses a key (such as w to move forward) their unit will have a button on the command card (one with the hockey w) when the player presses W the ability fires and in turn a trigger with a "unit uses ability event" fires immediately afterwards this cuts out the initial delay of the "button pressed" movement, I also have the regular way of moving in the map too (to ensure that the unit keeps moving after the ability fires) with the triggers that set integer values to 1 or 0 to indicate when each key is being held down and when they are not. So the system would work great for me but I have one major problem. The basis of the system is allowing the player to use hot keys on hue command card to eliminate the initial delay, but in my Map I need to hide the game UI. So I am wondering is there a way to make hot keys and commands go to a unit when the game UI is hidden???

    Posted in: Triggers
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    posted a message on [Data] Formula Based Map Balance (Balancing Your Map With Formulas)

    @happy04: Go Yes yes yes Just for all those who look at this formula There is ALOT that it dose not take in to account, speed, micro, range, terrain, etc, etc, the point of this formula is to give a feel for how powerful a unit would be, i originally made this for WC3 maps, because of the mechanics in WC3 it was a lot more applicable there.

    Posted in: Tutorials
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    posted a message on Preserve behaviors through death and revive???

    I have a hero that needs to be able to die and revive at a building. I have that part set up all good through the revive ability. The only problem is that some of my behaviors that the hero uses are required to stay on him through his death and still be on him after he revives. Anyone have any idea how I could do something like this? If I am not being clear on what I want let me know.

    Posted in: Data
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    posted a message on [Data] Formula Based Map Balance (Balancing Your Map With Formulas)

    @lodewijkadlp: Go i am actually working on a formula that factors in smaller units dieing then their dps values decrease, work in progress, been really busy lately.

    Posted in: Tutorials
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    posted a message on Remove stun ability

    Okay so my concept here is pretty simple. I am making an ability that, when used, removes a specific behavior from the castor. Simple stuff right?? Here is where it Gets tricky. The ability is ment to to remove a "stun" effect so while the castor is stunned it is unable to use any abilities /:so i need to make it so that even when the caster is unable to cast abilities it can press this button and remove the stun buff. it needs to be a button on the castor command card and must activate cool downs correctly. I thought about doing something with the trigger even for a player pressing a button but I don't know how I would decern between witch unit is casting from other units of the same type. Anyone have any suggestions??

    Posted in: Miscellaneous Development
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    posted a message on Want to make your map popular???

    Alright so with the release of SC2 there are a lot of maps out there that have become "Popular" and because blizzard has screwed us over because of the custom game list thing us mappers are kinda screwed unless we not only make a good map, but also must be very lucky...SOOOOOOOOO i propose that we get a group of about 5-10 people every person with their own map, and we spend allitle while hosting and quiting repetitively each one of the team member's maps repetitively until it gets "Bumped". i hope this will get some of our maps up there, i currently dont really have a great one that is worth bumping but i will soon and i would be willing to help other people until mine is ready, sign up below with ur Map, Bnet name and authenticator.

    Posted in: General Chat
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    posted a message on [Data] Formula Based Map Balance (Balancing Your Map With Formulas)

    EDIT:

    I have come up with a better formula and tutorial since i posted this one that is available at this link

    http://www.sc2mapster.com/forums/resources/tutorials/26875-data-how-to-balance-your-map-with-math-formulas/

    I- The Trinity Formula

    This tutorial is going to cover how you can better balance you map using The Balance Formula that i worked on and came up with. The point of this formula is to give us a "reference point", a solid number that tells us exactly how powerful a unit is in respect to other units on your map. So I am going to go ahead and hit you with the formula...

    Sqrt(((“Life”+”Shield”)/”BaseHitpoints”)*((“Damage”/(“Attack Speed”+(“RDelayMin”+”RDalayMax”)))/BaseDps))

    That may look a bit scary at first glance, but lets take it one step at a time, to help you better understand the formula...

    Our Formula can be broken in to 2 parts, one part that has to deal with hit points and a second part that has to deal with damage. First Lets breakdown the hit point section section

    (("Life"+"Shield")/"BaseHitpoints")

    1-The Life is going to be the max number of physical hit points of the unit we are putting in to the formula, you can take this value straight out of the Data editor in the field "Stats - Life Maximum", the Shield is going to be the max amount of shields a unit can have, this value can also be pulled straight out of the data editor in the field "Stats - Shield Maximum". when we add these 2 values together we get our "Hitpoints", we will use this "Hitpoints" concept later on.

    The next step in our formula is our "BaseHitpoints", the concept of BaseHitpoints is something that i will cover in section B.

    2-Now that we have looked at the life half of the formula lets look at the Damage half,

    ((“Damage”/(“Attack Speed”+(“RDelayMin”+”RDalayMax”)))/BaseDps)

    The Goal here is to simplify this down to give us a "DPS" (damage per second) value to our unit. To find our DPS we use the formula above minus the "/BaseDps". For this part of the tutorial i will find the DPS value of the Marine. The Damage is a fairly simple number, the amount of damage per hit that our unit deals, (for the Marine that is 6). this value can be pulled from the Damage effect of the weapon the unit is using under "Combat - Amount". next we take the "Attack Speed" the attack speed is the regular rate of fire of our unit and if pulled from the Unit's Weapon under the field "Stats - Period" (For the Marine our Attack Speed is ".8608"). Next we have to find the "RDelayMin" and "RDelayMax" this is the minimum and maximum offset of time from the "Attack Speed" that can take place between each attack. The "RDelayMin" and "RDelayMax" are pulled from the Unit's Weapon Under the fields "Stats - Random Delay Minimum" and "Stats - Random Delay Maximum" (The Marne has a minimum delay of -0.0625 and a max delay of 0.125) So we Plug in "Attack Speed", "RDelayMin" and "RDelayMax" to get our "Attack Rate" (For the marine our "Attack Rate" is going to be (0.8608-(-0.0625+0.123)) after you grab a calculator and calculate that out you get 0.9233) Now lets get a DPS value for our marine. Remember the concept of DPS.

    "Damage"/"Attack Rate"=DPS

    6/0.9233= 6.498429546193, Lets just round that off to about 6.5

    I will Go over the "BaseDPS" in part 2

    Now that we have learned a little bit about what the formula actually means i think we can condense it a little bit

    Sqrt(("HitPoints/”BaseHitPoints”)*(DPS/BaseDps))

    Looking a bit more simple? now on to the matter of the Base Hit Points and our Base DPS

    II-Your Base Unit

    To keep working on our formula we need to choose out a "Base Unit" this unit will serve as a sort of reference point, whenever we give a unit a unit rating at the end of this formula, that number will directly compare it to our base unit. when choosing you base unit make sure it is a fairly basic unit, no real abilities or specials or anything, for this tutorial i will make our base unit a zergling. We need to Find the "Hitpoints" (Life+Shields) and the "DPS" (“Damage”/(“Attack Speed”+(“RDelayMin”+”RDalayMax”))) for the zergling in the same way we did above. After doing the math a Zergling has a Hitpoint value of 35 and a DPS value of 6.592. So from now on we can fill in 35 for "BaseHitPoints" and "6.592" for "BaseDps". Now you have every Value you need to complete the formula.

    The Beauty of the Trinity Balance Formula is that whatever number you get, that number directly relates to the number of whatever you base unit is (we just chose a zergling) a unit can take on simultaniously (assumeing all damage is split evenly between all targets) So for exampol if we had a unit with a rating of 5, it could fight and defeat 5 zerglings simultaneously (Assuming all damage is split evenly, witch it is not, usually the bigger unit has the upper hand against many smaller units). or another example if you were to make a unit even weaker than a zergling and it got a unit rating of .5 it would take 2 of those units to kill the zergling. that is the power of this formula, it uses a base point to be able to compare any unit you want. Les give it a try?

    III-Zealots Vs Zerglings

    Plug in the values in to the formula for Zealots and Zerglings and we will finally have our unit rating Sqrt((Hitpoints/BaseHitpoints)*(DPS/BaseDps)) Okay Lets plug in our formula for the zerglings and the Zealots.

    Zerglings- Hitpoints=35 Dps=6.592

    Sqrt((35/35)*(6.592/6.592)) = 1

    (Our Zergling got a score of 1 because it was our base unit)

    Zealots- Hitpoints=150 Dps= (6.337x2) (multiply by 2 because Zealots have 2 attacks, one for each laser sword thingy) 12.674

    Sqrt((150/35)*(12.674/6.592))= 2.870515

    (Note Dont Forget you have to Square Root everything)

    Now we know that our zealot can take on roughly 3 zerglings at once, unfortunately this formula dose not cover unit armor, and also this formula assumes that damage is split evenly between all sources, so the bigger unit in this formula will always have allitle bit more of an upper hand on the many little units, this formula cannot balance your map for you, but it is a great reference point, keep in mind that it dose not factor in many different parts of the game such as range, speed, abilities, regeneration etc...but i have used it a lot in my maps and it gives me something to work of as far as balance goes, i hope you all found this tutorial useful.

    ThunderLord

    Posted in: Tutorials
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    posted a message on Triggers aren't working anymore?

    Im working on this right now but, if anyone comes up with a way to make this camera Yaw thing work...Let me know ASAP, please

    Posted in: Miscellaneous Development
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