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    posted a message on Upgrades effecting Behaviours

    @TheAlmaity: Go

    God damn. Why?!

    stupid Blizzard *kicks a rock and scuffles off to the drawing board* [/rage]

    Looks like I'll be creating a bunch of behaviours then and pointing the effects to apply the according ones...

    Posted in: Data
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    posted a message on Upgrades effecting Behaviours

    So, it would seem that an upgrade can only modify the duration field or the requirements field? Is that true?

    Is it absolutely impossible to alter the actual modification field that a buff behaviour afflicts on a unit?

    Take this for example, an ability applies a behaviour to a friendly unit which increases attack speed by x%. Can I make an upgrade to cause x to increase?

    Edit: Would I have to create alternative Behaviours and then modify the Effect to apply the 'upgraded' (manually) version of that buff to the unit in question?

    Damnit.

    Posted in: Data
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    posted a message on Dynamic Tooltips [xml editing]

    @Kueken531: Go

    Thats great news. Thanks again for the speedy as always responses. I can get back to making Graviton Spider Mines and Time Bubble abilities safe in the knowledge that their tooltips will look nice :D

    I'll probably post a map work-in-progress thread once I have a few more things fleshed out. Thanks again.

    Posted in: Data
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    posted a message on Dynamic Tooltips [xml editing]

    @Nardival: Go

    Bumpedy bump.

    Anyone? I've created like 20 abilities and 3 units all with swanky tool-tips with the idea of customising abilities through extensive upgrades. If I need to re-work the way the tooltip's are displayed I'd like to know sooner rather than later xD

    Posted in: Data
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    posted a message on Dynamic Tooltips [xml editing]

    Thanks for the replies.

    So, without wanting to go any further without testing this... Say now 4 players each have the same unit, with the same abilities. But players 1 and 2 use upgrades so that their abilities have lower cooldowns. Players 3 and 4 use upgrades which increase energy cost and damage. Will the tooltips reflect individual values modified per player per their unique upgrade choices?

    Posted in: Data
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    posted a message on Darker Fog of War

    @gamemore: Go

    Edit: didn't work - sorry :) should've tested before.

    Posted in: Data
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    posted a message on Dynamic Tooltips [xml editing]

    Okay:

    You can display a value from any field in the data editor in the tooltip using this format:

    <d ref="Behavior,LethalFury,Duration[0]"/>

    <d ref="Behavior,Lethalfury,Modification[0].DeathResponse[0].Cost[0].Cooldown[0].TimeUse[0]"/>

    <d ref="Behavior,LethalFury,Modification[0].AttackSpeedMultiplier[0]" precision="3"/>

    It works for effects also, as such:

    <d ref="Effect,TimeOrbSearch,AreaArray[0].Radius[0]"/>

    <d ref="Effect,RepeatedBlows,Chance[0]" precision="3"/>

    From what I understand, it's simply a data editor reference, pointing at a field value? Am i rite?

    The first problem I'm encountering is how to display a derived value - ie. two field values multiplied together.
    For example this:

    Effect,TimeOrbPersistent,PeriodicPeriodArray[0] * Effect,TimeOrbPersistent,PeriodCount[0]

    will translate to

    0.0012 * 6000

    Resulting in 7.2

    But I tested that calculation out in the 'Formula Editor', and as such it removes the <d ref= "" /> tags. Therefore, simply pasting that into the tooltip field will show "Effect,TimeOrbPersistent,PeriodicPeriodArray[0] * Effect,TimeOrbPersistent,PeriodCount[0]" as plain text.

    Question 1: What is the xml / starcraft 2 convention for converting the 'math' back into 'text'? Ie. How can I display the outcome of a mathematical function in a tooltip?

    Question 2: What is the 'array' value at the end of every example posted above? eg: "ObjectType,ObjectName,FieldValue[array value]" ? What specifically does that point to? Are abilities/effects/etc able to be given 'levels'? Or does this refer to 'upgrades'? Or are all effects/abilities duplicated per player (to allow for upgrades etc?)

    Thanks for your time - I'd like to get this knowledge asap since it's sort of integral to the progress of my map :p.

    Posted in: Data
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    posted a message on Command Card - altering hotkeys / changing set up.

    Hey - not sure if this is more appropriate here, or in the Data section.. but anyways:

    I'm trying to recreate the Diablo 3 ability system - wherein your character has say 30 skills (passive / active / aura) etc. Then you have 7 slots wherein you must select the 7 skills you wish to utilise in combat - since you cannot readily chop and change all your skills, you are forced to make a strategic decision in the 7 skills you think you will most require for the next quest / encounter.

    Here's my problem (shit maybe it's even UI related xD)...

    I'll try keep this short:

    Is it possible to edit the hotkey of an ability for an individual player? Is it possible to edit which location on the command card UI a button appears in? (for example I have slots 1 to 7 arrayed in a horizontal row in the bottom-center of the screen, is it possible through triggers to say button object 1 appears in slot 4, with hotkey 4 and linked to ability 1?)

    Note: I will want to have these command cards unique to each player - even if they are using the same 'hero' unit.

    Failing all this, any suggestions on a way to implement this that doesn't revolve around the command card?

    Using a dialogue is the obvious answer, but then I would have to record keypresses for abilities and come up with a clever way of showing cooldowns on buttons, etc. Also how would I get an ability to initiate through a key-press event, that allows the player to 'target' it? For example, the stim-pack ability is transient and will activate if the player simply presses it's hotkey. But for an ability like psionic storm? The key-press would have to activate the ability, and then allow the player to cast it normally (AoE cursor effect etc).

    Posted in: Triggers
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    posted a message on [Help] Automating Units with the Data Editor

    Great solution Shuck :D - can't believe I didn't think of that...

    • looks frantically around for how to give you +rep - then remembers this isn't HiveWorkshop* xD

    This can be marked solved now :) thx again

    Posted in: Data
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    posted a message on [Help] Automating Units with the Data Editor

    @DrSuperEvil: Go

    Hey, yeah I'm not a complete noob. In fact, that data editor is probably what I'm strongest with in SC2 mapping...

    The issue I'm having is that it seems unable to acquire a 'mineral field' through a search area effect. Either that or I'm doing something incredibly wrong and I still cannot get this to work properly. I reconstructed it half through triggers and the 'Issue Order' effect is fine, as long as I explicitly give it the target through triggers. But I can't seem to get the search area to pickup a mineral patch for my SCV to go to.

    Posted in: Data
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    posted a message on [Help] Automating Units with the Data Editor

    @Eiviyn: Go

    I'm the same Eiviyn. Triggers are the easy way out :p... If something can be done through the data editor, it should be.

    My end-game scenario will involve players 'summoning' lots of workers who will harvest 4 different types of resources (based on combat priority), and each worker gains experience based on how much work he has done...

    So, triggers are a definite no no :p

    will look at the Mule's example ability :) didn't occur to me that it was an issue order being used there... doh

    Posted in: Data
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    posted a message on [Help] Automating Units with the Data Editor

    @Nardival: Go

    Sorry for the shameless bump. But I've resorted to simply using weapon scan and a hostile unit to act as the mineral fields. I will use this as a placeholder until someone gets back to me on the search area/validation/issue order to gather business.

    Posted in: Data
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    posted a message on [Help] Automating Units with the Data Editor

    @Kueken531: Go

    Yes, Show Advanced Fields is enabled. All the 'show' boxes at the top are ticked/pressed down.

    Stats - Flags field only has one option which is currently ticked: Bypass Resource Queue. I believe it is off by default.

    Anyone able to help?

    I want the search area to find a mineral patch in a radius around the wandering SCV, and when it does so, I want that SCV to be ordered to gather that mineral patch.

    Posted in: Data
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    posted a message on [Help] Automating Units with the Data Editor

    @TacoManStan: Go

    It seemingly doesnt exist.

    http://content.screencast.com/users/Cardinal.dsc/folders/Jing/media/b6d0496a-2113-4a78-811c-1f2de7d85b28/2011-05-20_0305.png

    Posted in: Data
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    posted a message on [Help] Automating Units with the Data Editor

    Hey,

    So I'm looking to create a sort of emulated AI through the data editor.

    The first thing I want to do is make an SCV automatically gather minerals if there is a patch within range 4 of him. (The SCVs will have a Wander behaviour also so that they walk around and randomly come into contact with mineral patches).

    What I have so far:
    Behaviour - Buff, Duration: infinite, period: 0.01, period count: -1
    Linked to
    Search Area - Arc: 360, Maximum Count: -1, Radius: 10, Impact Location: (None), Source Unit
    Linked to
    Issue Order - SCV - Gather. Target +: Search Area Effect: Target Unit & Unit +: Issue Order Effect: Source Unit

    I have tried every combination of Target+ and Unit+ in the fields, I have tried using Harvestable Resource (unnamed) as a validator on the Search Area effect...

    Nothing seems to work, the SCVs don't do anything and my experience tells me that I'm missing something really vital, or really obvious, or both.

    I do not want to create this using triggers.

    Edit: It would be a lot easier if the SCV - Gather ability could be flagged as Auto Cast.

    Posted in: Data
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