• 0

    posted a message on Default facing angle?

    @JeffQ: Go

    Units have a "Facing" field which is what they use when created with default facing. Doodads, AFAIK, can't be dynamically created so whatever facing you set in the editor is what they use. To rotate a doodad in the editor select it, hold down control and left click where you want it to face, or double click it and manually enter an angle.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Raising Sound Height

    Try SOpRaiseBy5 in the Host Site Operations field.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Training units that spawn in bunker

    @Maul2: Go

    Try using an Issue Order effect to order the unit to enter the bunker. You can trigger the effect on spawn by making a behavior that lasts 0.01 seconds and has the Issue Order effect as its Final Effect, and then add that behavior to the unit type. (That's if you want to do data editor only and not use triggers.)

    It's a little tricky because you have to use a Search Area effect + validator to find the bunker, and then order the bunker to load the unit, but it should be doable. There might be a simpler way but that's how I'd go about doing it.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Blink into the FoW

    There seems to be an issue with teleport effects in general. I made a teleport effect from scratch (not duplicating blink), disabled "Requires Target Vision" in the ability and had no validators and it still would not properly teleport into the fog of war - instead it would teleport to the nearest visible point in a line between the start and endpoints of the teleport effect.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Cost of unit bug?

    Has anyone noticed erratic behavior when using the Cost of Unit Type function? For some things it works correctly (returning the Repair Resource value for the unit object) but on a lot of things it just returns 0.

    I've tried to isolate the field that's causing the bug but I can't figure it out. Both of the units I'm testing it on were created from scratch, both are based on CUnit, but with one the trigger works and the other it doesn't.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Lets make Subterranen Spines

    http://rileystarcraft.blogspot.com/2010/05/tutorial-how-to-create-shockwave.html

    Not sure what you mean by Lurker missile though, my copy of the beta doesn't have any lurker art assets in it.

    Posted in: Miscellaneous Development
  • 0

    posted a message on WASD Unplayable on BNet?
    Quote from pixartist: Go

    @Reves:

    dude, your avatar is freaking me out, how the hell can it be so 3d ? :D

    on topic: why didn't blizzard implement a local keypress event, that just sends any traffic when the trigger is actually triggered? I'm sure they have a good reason for it, but it still sucks and is not what I expected from a modern engine..

    Because it's an RTS engine, not a FPS engine, and therefore doesn't do client-side prediction (which is basically impossible for an RTS, too many things under the control of a player to have any sort of meaningful prediction.)

    Posted in: Miscellaneous Development
  • 0

    posted a message on Dynamic hero skill levels ?
    Quote from pixartist: Go

    @alderis:

    okay this looks kinda promising, but do you have any idea how to change - let's say - the chance of an damage response behavior ? (without creating an effect for every level)

    Upgrades should be able to do this, I think the current limitation of upgrades to modify only a couple of fields for behaviors (versus nearly every field for an effect or ability) is a bug or limitation of the editor. By editing XML yourself it might be possible to create an upgrade that increases the chance of a damage response triggering.

    Posted in: Miscellaneous Development
  • 0

    posted a message on "Critical Strike" issue and Item Activation issue...
    Quote from LuxusElg: Go

    That seems to be the best way to do it so far, indeed. Would it be possible to use validators to ensure no other heroes could exploit the 0.1 second behavior?

    Edit: I implemented it, and it works great, but there are a couple of things that would be nice.

    I don't know if its even possible, but to check if a unit was killed by this extra damage and then display a text tag on the hero, showing that he made a critical strike?

    Another thing, the map is based on the heroes being able to buy new weapons. Since this set effect has to be added to the weapon, something sneaky has to be done to ensure that the hero equipping the weapon has the correct level of the critical ability learned, and then to apply the corresponding level of the behavior to the target. I am really drawing blanks on this one...

    Ideas?

    If you're worried about another hero exploiting the critical strike behavior, add a third Remove Behavior effect to the set after the Damage one and have it remove the behavior.

    As for the rest I'd look into using upgrades. An upgrade can modify fields of an effect, so you could modify the effects of all the possible weapons a hero could equip to apply the critical strike behavior. It's possible to use upgrades completely transparency via Issue Order effects that order a unit to research the upgrade (with a research time of 0.) There are some potential limitations here: if you want multiple heroes per player, or if you want them to be able to unlearn the critical strike skill, this probably wouldn't work.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Help]Summons that follow in an organized pattern

    You can use a hangar ability for the summoned units similar to how Broodlords work, and if you mark them as external and specify an angle then they'll do their best to sit at that angle around the parent unit. As for orbiting when idle I tried to do something like this and could not find a way to pull it off in the data editor alone.

    It could be done with triggers if you really, really want to.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Change unit state from data editor

    "Supress Turning" under Modify Flags in the Behavior tab of the Modifications field of a Buff Behavior.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Target Find/Sort

    Anyone know if it's possible to make a target sort based on the presence of a behavior or result of a validator?

    I have a tower that applies a poison effect to whatever it hits. The poison comprises the bulk of damage done and doesn't stack. So, the tower will be much, much more effective if I can get it to prioritize targets that aren't already poisoned for its attack. I'd much rather accomplish this with a soft prioritization than a hard restriction using a validator in the attack effect to prevent it from attacking poisoned targets at all.

    Anyway if someone has poked around the guts of the target sort/find system and knows whether this is possible or not I'd be grateful to hear it.

    Posted in: Miscellaneous Development
  • 0

    posted a message on "Critical Strike" issue and Item Activation issue...

    Make a Buff Behavior, in the Damage Response field set the Chance to whatever you want the critical strike % to be. (You can make multiple behaviors for multiple levels of Critical Strike if you want) and then set the Modify Fraction to whatever you want (2 for double damage.) Set this behavior to have a duration of 0.1.

    Now make two new effects, an Apply Behavior effect that applies the behavior you just created to the effect target, and a Set that adds both the Apply Behavior and the Damage effect from your hero's attack. Make sure that the Apply Behavior comes first in the list. Now wherever the Damage effect is referenced, change it to reference the Set instead.

    What happens is that when your hero attacks, the behavior will be applied to the target of the attack, and there's a chance the damage response will be triggered and increase the damage taken, and then the behavior immediately expires.

    If there's a simpler way of doing it I haven't found it.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [TD] - noobs questions about capacity modification

    What I do in my map is have a "Unit Idle" trigger that automatically re-issues the move order whenever a creep is idle.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Trigger] Detect ability press before unit spawn

    An alternative would be to implement the entire thing in the data editor instead of using triggers. Link the ability to a Persistent effect, and set its Initial Effect to a Search Area effect that searches the entire map and then destroys the units you want destroyed, and then set the Persistent effect's Expire Effect to the Create Unit effect. No need for triggers at all.

    Posted in: Miscellaneous Development
  • To post a comment, please or register a new account.