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    posted a message on Forcing Zealots to complete their attack animation

    Default sc2 backswings cancel when a unit goes out of another units range slop. Increase that to ensure he finishes his attack.

    If you want a non-cancelable backswing for a unit to act more like BW, here is the method I've used many times in the past and it works great.

    Make a set effect that includes both an apply behavior and your damage or launch missile effect.

    Next, make the our first buff behavior that AP is calling. We'll name it backswing for now. Change Behavior: Modification: Unified Movement Speed Factor to -0.99. This will stop it from turning or going anywhere any time fast.

    The duration of .8 on this behavior felt pretty good to me.

    Lastly, with short duration behaviors you have to set another apply behavior that cancels out the first one so the modification to the unit doesn't stick around past its welcome.

    Posted in: Data
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    posted a message on Spawn Unit - Rally Unit Field Working As Intended?

    Just in case anyone needs help with this problem for the swarm host in particular, or in case anyone has a more detailed answer on the problem.

    I right click copied all the info from the multiplayer burrowed version of the swarm host to the campaign swarm host and the spawn locust ability stopped spawning at the rally point. Hell if I know why, removing buried and cloaked didn't break functionality as well so I don't know the exact issue.

    But now I've got spawn locusts that works properly for all the campaign rooted swarm hosts and their abilities.

    Posted in: Data
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    posted a message on [Solved] Need trigger for worker behavior

    Thanks! I'll try this. If the problem is that the workers don't bounce, my initial thought is that patches are simply not properly gaining custom value 0 = 0 to signify they are open for business.

    Posted in: Triggers
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    posted a message on [Solved] Need trigger for worker behavior

    I'm having trouble getting it to work.

    Here is the current setup.

    Trig 1, setting min patches to 0 Any unit uses gather at cancel stage Any unit uses gather at complete stage

    Triggering ability unit target is mineral field

    Set triggering ability unit target custom value 0 to 0

    Trig 2, setting min patches to 1 Any unit uses gather at harvest stage

    Triggering ability unit target is mineral field

    Set triggering ability unit target custom value 0 to 1

    Now for the order trigger Any unit uses gather at wait at resource stage Any unit uses gather at approach resource stage

    Unit - order (triggering unit) to (gather targettiing (random any unit from (units in (region(position of (triggering unit)), radius 10) owned by player any matching exluded: missile, dead hidden with at most any amount) with custom value 0 = 0))) (replace existing orders)

    In theory this should get workers to try harvesting from a different mineral patch if that mineral patch is empty and the current one being harvested from is not.

    It isn't bouncing workers though.

    Posted in: Triggers
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    posted a message on Starcraft Brood War Shields : Shield Factor

    Latest News on this field: It multiplies your damage and adds it from what I can tell. So 1=double damage.

    I've spent dozens of hours looking for a solution to making brood war style shields.

    Looked through countless thread.

    I've tried various methods of my own.

    It looks like Blizz sneaked in functionality for Brood War Style shields.

    By BW style shields I mean letting you do something like 20 damage to large, 10 damage to light, but the full 20 damage to light unit shields.

    In a damage effect there is a field called Shield Factor. Set it to 1 and the damage will always deal its full combat amount to shields, but whatever you set the bonus to (-5 in my case for hydras).

    I hope this helps anyone who googles this and needs a solution. Enjoy! (No more crazy switches and effect chains).

    Edit: After further experimentation is is NOT exactly a simple fix.

    Still not entirely sure what it does, experimenting right now.

    edit: My current solution is to have a switch effect linked to three damage effects. Each case validates for the unit size. Small, medium and large. Small field has attribute factor -.5 for light. Shield factor 1.

    Etc

    Posted in: Data
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    posted a message on Crystals: Procedural Generated Survival influenced from Don't Starve and Dwarf Fortress

    This is the latest project I've been spending a lot of time setting up. Currently, most of the systems are in place. This mod takes heavy draw from survival games. A lot of the numbers and time frame elements that exist I am borrowing from Don't Starve until I need to fine tune otherwise. The atmosphere and interaction of the environment I am defiently influenced by Don't Starve for. Setting up a base and the later stage of the game will have a lot more Dwarf Fortress influenced, where harder and harder threats arise that will require careful thought on how to design your base to deal with it. The basic game play consists of exploring the map, hunting for food, building a base, and surviving against the elements.

    The entire map will have randomly placed terrain pieces. You might encounter a permanently dark area with lurkers that shoot dodgeable spines that you'll have to light up with flares. Or you might wander into an area surrounded by vibrant crystals (and stealthed terrors bent on your demise). Exploring is important, when you set up camp it should be in a good location.

    After you've gathered enough raw materials you'll start constructing a base. Structures will let you make your own supply of food or enhance those you've found. They'll let you tech up and get better equipment. In addition they'll provide defense from what will be an increasingly hostile environment the longer you play.

    Monsters will have a lot more interaction than is typical. Roaches will spawn from hatcheries. Attacking a roach will attract the others attentions to your location. Karaks will run away unless you've provoked one of their groups members. DT's that will chase you a certain distance until you've grabbed the rune powering their existence. These sorts of interesting interactions will make the actual exploration aspect more exciting than simply killing mobs for loot and exp.

    Combat will purely be skill based. Of course you'll need a weapon designed to kill creatures, but it is up to you to make them work. Monsters will have dodge-able attacks. If you take damage and die it will be your fault, not because you didn't have enough levels grinded.

    Base building will require thought. You'll eventually be able to have a small band of rag tag survivors, mainly consisting of you, whoever is playing with you, and whatever robots or animals you've managed to acquire. You'll need to plan how much area you've got protected by walls, how much resources you'll need for it, the location of said base. Leave your space consuming farms exposed and you risk creatures coming to eat or destroy them (depending on the creature) while you are away gathering supplies.

    We'll see how far I get with this , but so far it has been pretty fun to work on. If you have any interesting ideas for creatures, environments, or game play elements I'd love to hear em. I've got around 20 or so interesting ideas I could implement.

    Here is a very early prototype version where I'm basically making sure all the systems I need to use are in place.

    Posted in: Project Workplace
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    posted a message on Ice Age (In Development)

    Xiphias Pass

    First melee map I've made but it was for a custom mod called Starbow.

    I tried experimenting with glaciers on man made cliffs, came out okay and useful as transition from man made to organic.

    Blizz puts them at a lower height, not sure if I like that approach though.

    Posted in: Terrain
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