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    posted a message on Healing Effect that benefits from Spell Damage Bonuses

    @saltygrapes: Go

    Do you mind using triggers? IMO, you should create two healing effects - the main one, and the incremental one (the extra healing off of each stack of the attribute spell power). Then create a trigger with the events unit uses healing ability. Set a local variable to the stack count of spell power on the casting unit, and run a loop that increments until it reaches your local variable, applying the incremental healing effect once for each loop.

    I don't think any of the healing effects done in data can benefit from spell damage.

    EDIT: You could perhaps try a damage response that applies a negative multiplier? Not sure if that works though.

    Posted in: Data
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    posted a message on Text Actor Troubles (Found another problem)
    Quote from StragusMapster: Go

    I don't have much experience with text actors, though I can't believe they would really be that different from any actor...

    If your behavior's damage response calls a handled effect of a type like "Modify Unit", and you then catch that effect in your events to create your text actor, specifying "At Source", can the actor really appear anywhere else than on the source unit?

    Or is there something magically different about text actors?

    I'm not entirely sure. This is my first time using text actors besides for pickups... for some reason, when I tried a Modify Unit effect (with no actual effect, just as a dummy for the actor) the text stopped appearing entirely. Generic has the same problem.

    As a temporary fix I changed it to target (which seems to work properly) and changed the display message to "Miss!" It seems kind of ridiculous though... when googling the problem it took me to a page here on SC2Mapster where someone was asking for help with the opposite problem. He couldn't get the message to appear anywhere except the source unit, and finally settled for changing his "Miss!" message to "Evade!"

    Posted in: Data
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    posted a message on Text Actor Troubles (Found another problem)
    Quote from DrSuperEvil: Go

    How long are you leaving between the different attacks.

    In my last test, several seconds. Long enough for the message to disappear and then some.

    Posted in: Data
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    posted a message on Need to Un burrow a stone zealot upon creation "casted by a Wizzard"

    I would say the easiest way is to set the height of the unit low at unit birth, then set it back to normal over the period of time you want the unit to raise itself. Then create a dust cloud or something upon unit birth as well.

    Posted in: Data
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    posted a message on Edit: 'Interact' Ability Bug

    @Zetal: Go

    What do you mean by "hatchery gains control over Zeratul"? Are you referring to the player that owns the hatchery? Is control referring to the ability to issue orders to the units (such as via allied control) or ownership (such as neural parasite or Nova's domination)? Or is the hatchery actually the owner of the unit (like carriers -> interceptors)?

    Posted in: Data
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    posted a message on Edit: 'Interact' Ability Bug

    @Zetal: Go

    I don't know if you can share abilities a unit doesn't have, but you could always give the unit the ability with a behavior count validator. I'm not 100% sure I understand what you're trying to do, but my understanding is that you want unit 1 (Zeratul) to allow unit 2 (Hatchery) to blink. Is that correct? For this example you could give Zeratul an ability called "Share blink" that applies the behavior "Blink shared" on the hatchery. The hatchery then has the ability blink, with a validator (count behavior blink shared). Once you cast share blink on the hatchery, it can cast its own version of blink.

    Posted in: Data
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    posted a message on Text Actor Troubles (Found another problem)

    @Soma2035: Go

    Maybe I spoke too soon. I got everything working for a moment. Then I ran another test. I forgot that the evasion ability is a shared aura. Since I set scope to caster, no matter who was being attacked, if the evasion kicked in the effect would happen upon the owner of the aura (the caster). To get around this, I changed the scope to source instead of caster, and the target of the effect to source as well.

    At first it seems to work properly. Whichever unit evades is the one the text appears on. However, to test it further I sent both units into a mass of marines. For some reason, after the evasion effect is handled enough times in quick succession, the actor glitches and always displays the text on one of the two units. I pulled the unit upon which all the messages appeared on back, and sent the other one back in to get attacked - the messages still appear on the unit that's not even being attacked anymore.

    I played around with the effect settings, it doesn't seem to matter if I set the effect's target to source or target, either way it works (possibly because the behavior damage response location is set to defender, so the target/source are one of the same). I'm not sure what's going on anymore though.

    Further testing is really boggling my mind.

    1) A test attacker attacks the aura source. The message appears on the aura source (intended).

    2) The same test attacker now attacks unit 2, who is benefiting from the aura. Message appears on unit 2 (intended).

    3) The same test attacker now attacks the aura source again. The message appears on unit 2 (this is the problem).

    4) The same test attacker now attacks unit 3, who is also benefiting from the aura. Message appears on unit 3 (intended).

    5) The same test attacker now attacks the aura source, or unit 2. Either way, the message appears on unit 3...

    It goes on like this too. Every time I attack a different unit, the evasion message appears correctly on the unit being attacked, but when I attack previous units, the messages continue to appear on the the last "new" target.

    Posted in: Data
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    posted a message on Text Actor Troubles (Found another problem)
    Quote from DrSuperEvil: Go

    And this offset is not relative to the unit's current location?

    Also when using those fields you need to specify a specific effect to be used as a frame of reference so under Hosting - Host - Effect put in your damage response effect.

    Thank you! That fixed it.

    Quote from SouLCarveRR: Go

    @Soma2035: Go

    looks like the actor isnt being attached properly to the unit you want it on....

    i dont know much about text actors.... but dont you want it to be create when the unit actually dodges and not when the unit is created?

    The actor is being created when the effect is played. It's under the events, which you can't really see on the standard setup. My bad, I should've included a screenshot of the events too.

    Posted in: Data
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    posted a message on Text Actor Troubles (Found another problem)

    @DrSuperEvil: Go

    I'm trying to get the message to play on the defender (the responding unit), not the attacker. I changed the scope and host actor, but for some reason it's still playing it in a strange spot. Here's a couple screenshots showing what I made and the problem. The evasion text is appearing where the unit initially spawn (the unit is using Zeratul's model, and being attacked by a Zergling, triggering the damage response).

    Posted in: Data
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    posted a message on Text Actor Troubles (Found another problem)
    Quote from DrSuperEvil: Go

    Check if the actor has a cap. Also you can use SOp (Local Offset) to move it. If you are creating text on the attachment it is difficult to localize. Check my autoharvester out in the community project to see what I did with text actors.

    As far as I can tell, there's no cap. Where would such a cap be defined?

    The problem isn't the location of the text actor, the problem is that the text actor is being attached to the wrong unit. I guess the real problem is with the dummy effect and the damage response behavior. Is there any good example map showing a damage response behavior with an appropriate dummy effect to create a text actor attached to the responding unit?

    Posted in: Data
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    posted a message on Text Actor Troubles (Found another problem)

    A few of the units in my map have the ability to avoid attacks. This is done via a behavior with a damage response, with the chance being set to the appropriate chance of evasion, modify fraction 0, and modify minimum damage enabled. This part is, as far as I can tell, working fine. My troubles began when I tried to create a visual indicator for this ability. I want to have the word "Evade!" appear over the unit's head if the damage response is handled.

    My first attempt was based on the pickup text I'm already using in my map. It involves two actors, a text actor, and a model actor (invisible model). My attempt didn't work out very well; all the messages appeared at the point where the unit was initially placed, without regard to the current position of the unit. I did a search and found:

    http://www.sc2mapster.com/forums/development/data/21785-miss-text-for-evasion-ability/

    I followed DrSuperEvil's suggestion and copied the Automated Refinery's text message instead. The results were kind of weird. While the person who posted the thread above could not get the messages to appear anywhere but over the hero's head (he wanted the message on the attacker), I couldn't get the messages to appear anywhere but over the attacker's head. I tried changing the dummy effect to a generic effect (I previously had it as an Apply Behavior with no behavior being applied). This caused the messages to disappear completely. For some reason, I couldn't actually choose a generic effect under the actor events or on the behavior damage response handled field - I had to change it within the XML. Even after the changes were made, it did not work.

    Finally I gave up trying to use a generic effect, and I'm now using a Modify Unit effect (with no modifications, I wanted the launch unit / impact unit fields which don't seem to be available on an Apply Behavior effect). Well, now my evasion message is being created at the unit's initial point, once again disregarding the unit's position.

    Anyone know how I can fix this?

    EDIT: I went back to using an Apply Behavior effect and it's once against creating the text actor at the unit attacking the evading unit. I checked and all the evasion related behaviors have Combat: Location set to the Defender. I think I just need to pick the right type of dummy effect then? For some reason I can't get generic effects to work...

    EDIT2: Okay... I don't even know what's up with this now. I walk my unit into a huge blob of marines, and for some reason the evade message only pops up over one specific marine, over and over. I kill that marine, and it starts appearing over a different marine instead. I run away from them. Then I order a Zergling to attack my evading unit... no messages at all. At this point I move my hero back to the marines, and no message shows up anywhere.

    Posted in: Data
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    posted a message on Raynor's flashlight on normal Marines?

    @Cabalistlbb: Go

    Export the models, make the changes you want, then import them?

    Posted in: Data
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    posted a message on Movement-Speed Buff and Debuff Interaction

    @deleted_7920358: Go

    Try an Effect (type: Remove Behavior). I haven't played around with it before but it should be the Behavior: Count field. By default it is set to 0 - my guess is the default value removes ALL stacks of the behavior. So set it to 2 or 1 (depending on which effect it's for).

    Then go to the behavior that's conferring the speed behavior. Going back to the example I used, say you're using the behavior haste to give 1 stack, which is worth 25%. Effect: Effect - Initial should be set to "Add 1 stack of speed" effect. Effect: Effect - Final should be set to "Remove 1 stack of speed" effect.

    Posted in: Data
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    posted a message on Movement-Speed Buff and Debuff Interaction

    @deleted_7920358: Go

    You don't need to have an effect that applies the movement modifying behavior. You could simply give the unit a behavior and attach the validator to the behavior. So the unit could have a behavior that has a .50 movement modifier with a validator of 2 stacks, another behavior that has a 0.75 movement modifier with a validator of 3 stacks, and a third behavior that has a 1.25 validator of 5 stacks. Give the unit all 3 of them. The validator should be a validator - disable, so when the validator isn't met that modifier will be disabled.

    EDIT: The validator is not on the stacking buff. The validator is on the speed buff. It's a behavior count validator that counts the stacks of the stacking buff.

    Behavior Buff "Speed" - has no modifier, max stack of whatever you think is ideal.

    Validator Unit Compare Behavior Count "3 Speed" - set the value to 3, leave compare on equal to

    Behavior Buff "-25% Speed" - movement speed set to 0.75, validator disable set to validator "3 speed"

    In your example you'd also want a version for 2 stacks, and a version for 5 stacks. 4 stacks will have no effect and would be the normal effect.

    Once that's done, give the unit 4 stacks of the behavior speed, and every one of the +/-x% speed behaviors.

    Posted in: Data
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    posted a message on Movement-Speed Buff and Debuff Interaction

    @deleted_7920358: Go

    Haha... I'm actually still a rank newbie as far as the editor goes. I have a hard time getting stuff to work myself most of the time. But I'm glad it makes sense. Good luck!

    Posted in: Data
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