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    posted a message on I can't figure this out - chain lightning

    Does anyone here have a version that doesn't require a new buff/set/search/validator per bounce? I've tried, but there's one fundamental problem with my approach: the number of bounces is stored on the caster, so if he dies the spell goes on forever (and validating "caster is alive" for every bounce isn't like WC3), and it limits me to 1 active spell per caster. The easiest way around this would be a dummy unit casting the spell, so how do I give the kills to the original caster? I'm using Behaviors to count the bounces, so it has to be a unit.

    Posted in: Miscellaneous Development
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    posted a message on [solved]Excluding previous targets? Chain Lightning...

    What Marker? I know of the "no marker" validator, but it doesn't show what it counts. I also noticed that some ways of looping the mutalisk attack cause it to hit targets twice. (I think making the last search launch the initial missile is one example of this)

    Posted in: Miscellaneous Development
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    posted a message on [solved]Excluding previous targets? Chain Lightning...

    I'm aware of that thread, but noone in there has posted a full working example, and the way it sounds they're creating a new set/search/buff/validator for each bounce, which is annoying for anything more than 3 bounces. I could do that too, but I wanted a version that casts the same search over and over and possibly keeps going for multiple seconds (WC3 allowed 100+ bounces, remember?), longer than I can keep the "was hit" buff.

    Posted in: Miscellaneous Development
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    posted a message on [solved]Excluding previous targets? Chain Lightning...

    So I've tried to make a chain lightning weapon that doesn't require 2 effects per bounce. I'm currently creating a closed loop with 1 search effect, which is interrupted via a validator counting the number of bounces. It all works fine except the beam bounces back to previous targets. Can someone please explain how the Mutalisk weapon avoids this problem, especially since setting the effect of the 3rd muta bounce missile to the 1st bounce set doesn't create this problem. (I.e. if I make the Muta weapon loop it hits everything in range once, but never bounces back to previous targets)

    Edit: Got it! I was firing the thing from a weapon, setting its Mark+ field to ID-Activated solved everything! This seems to be what the "No Markers" validator checks for.

    Posted in: Miscellaneous Development
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    posted a message on Alpha-stage Time Bomb (suggestions/help)

    Hi. I'm trying to recreate the "Time Bomb" Mothership skill from the alpha version. I couldn't find any threads related to it so I guess this hasn't been published before (If it has, please tell me where).

    I currently have a working spell, which slows units/missiles to a stop over a second or so after entering the AoE, and resets them to normal speed once the effect ends. Sadly I have only managed to kill missiles at the end, I'll need some help with the "drop to the ground" bit.

    I'll also have to set up some Validators to only unfreeze units if no Time Bomb field remains, I need help with that too.

    Currently the skill is a mess of 7+ effects, and the debuff I use lasts for 10 seconds (I reapply it a lot, so units don't just freeze upon entering, but get slowed down gradually). If anyone has any suggstions, please post.

    Thanks in advance!

    Edit: I'm too lazy to update the map for this, but set the buff duration to 1-2 seconds, that'll fix one issue.

    Posted in: Miscellaneous Development
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    posted a message on Armor System like in Wc3

    Sorry, I meant the Combat-Life gained through damage taken or whatever it's called. It's 3 fields in the data editor (HP/Shields/Energy), and can be set for a unit or a Behavior (Modification+), possibly upgrades too. I know that 1 point or more in the HP field makes you effectively immortal, otherwise I haven't used it much.

    Posted in: Miscellaneous Development
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    posted a message on Armor System like in Wc3

    For units without shields you could make them regenerate HP by taking damage, and add to this trait instead of giving armor. I don't know the smallest unit the game doesn't round down to 0, so that might be a problem, and you would have 2x the "armor" if the unit has shields (if it has shield armor)

    Posted in: Miscellaneous Development
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    posted a message on Stop duplicating!

    How do copy stuff in the Event+ field? Neither right-clicking nor ctrl+C/V does it. If by "copying" you mean to manually recreate all the events then just duplicating the actor is a lot easier (and less prone to silly mistakes like missing a "Start" string in your event)

    Posted in: Miscellaneous Development
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    posted a message on Moving Platform

    Bunker-style manned vehicles can be made, though normal weapons can't shoot the cargo. With this system you could also make player-owned vehicles shut down while unmanned, if you want to. I don't think you can create walkable ground through a unit, so you will have to use a doodad like Bibendus said, or add the platform below the units' feet as a dummy model and change their pathing to flying.

    Posted in: Miscellaneous Development
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    posted a message on [Data, Trigger] Mount / Vehicle System.

    My map. Includes bunkers, marines, an ally (shared control) and 2 roaches (for testing range bonus)

    I heal via triggers so I can make it percent-based, and I have 3 copies for HP/Shields/Energy. These currently broadcast a message each time they actually heal something, deactivate that for actual use. I set a filter to check only hidden units (i.e. in a transport etc), hopefully that uses less cpu.

    For point-based healing simply give a regen bonus to the Bunker - ShootingClinic Behavior (copy of range bonus to seperate normal bunkers from clinics)

    Enjoy your bunker-clinic! And give credit to ravenkaizer and me if you use it. He came up with the trigger framework and I streamlined it for multiplayer.

    Edit: Fixed healing triggers to work properly on stat-gaining units (now refer to "current max life" instead of "default life") Added Manned/Unmanned system: Deactivates a unit completely (except transport abilities) unless manned by at least 1 cargo unit, data-based. (check the Hellion)

    Posted in: Tutorials
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    posted a message on Loop Trigger

    Do you use a periodic event for the spawning? You can add a condition to your spawn trigger like "number of spawning pools owned by player 2 >0", so it only executes if player 2 has at least 1 spawning pool. If you want to create Zerglings 1 by 1 and send them once there's 5, that can be done with an "If Then Else" bracket, which checks for the number of Zerglings at your spawning location and then either spawns a Zergling or spawns one and sends them to attack.

    Posted in: Miscellaneous Development
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    posted a message on [Data, Trigger] Mount / Vehicle System.

    Lol. Mine was a "Healing Pod" Assimilator which I made 2 days ago. I even came up with your "exit trigger" as a quick fix so I could focus on other stuff.

    Then I made it cast medivac heal and scrapped the loading part because my hero kept gaining HP/Shields upon exiting. I hope you don't experience that problem, or even better we can find a solution ;)

    Posted in: Tutorials
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    posted a message on [Data, Trigger] Mount / Vehicle System.

    I know it works for one-slot mounts, but I'd like to have the system handle as many implementations as possible. I actually got the idea trying to make a "clinic" type building that heals units inside it, which should obviously hold more than 1 marine.

    Even for your system it would be enough to set the "cargo count maximum" to 1, so a size 2 hero can still use it.

    Posted in: Tutorials
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    posted a message on [Data, Trigger] Mount / Vehicle System.

    Made an even simpler version:

    Load

    • Event: Any unit loads cargo
    • Condition: Owner of triggring unit=player0
    • Condition: Or bracket with "type of triggering unit=" for each mount you have
    • Action: Change ownership of triggering unit to (owner of triggering freight unit)

    Unload:

    • Event: Any unit unloads cargo
    • Condition: Number of alive units in (cargo units in triggering unit) =0
    • Condition: Or bracket with "type of triggering unit=" for each mount you have
    • Action: Change ownership of triggering unit to player 0

    Please test this for loopholes/malfunctioning etc. One thing I'm aware of (though it happens with your system too) is that allies can enter your bunker with no way of getting out, so depending on your intentions you'll need another trigger (or shared unit control) to solve that.

    Edit: Actually I think your system allows the ally to "steal" your loaded bunker and you can't get out.

    Posted in: Tutorials
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    posted a message on Making a neutral bunker/transport

    My system is universal too. For single-player purposes the following trigger is enough:

    • Event: Any unit unloads
    • Condition: Unit type of triggering unit=Bunker (add an Or bracket with all your mounts)
    • Action: Set control of triggering freight unit to player 1

    My only problem is I can't log the player for multi-player maps, but your system doesn't seem to do that either. I guess you have to keep track of all existing mounts with an integer array and assign each integer the owner of the pilot when he enters, so you can call that variable as the player number. Sounds like a lot of work.

    Posted in: Miscellaneous Development
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