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    posted a message on Different players construct same building?

    This is murdering my progress on the map, it is a blocking issue.

    I feel like there should be a very simple data editor solution to just let players help build another player's buildings, but now I suspect I may have to use some sort of complex trigger based approach, such as creating invisible dummy workers for the owner of the building that work while the other player units perform a dummy build animation.

    Posted in: Data
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    posted a message on Grenade launcher weapon w/ timed fuse and semiphysics (bounce/stop)

    Ok, standard grenade launcher weapons should fire a projectile in an arc, bouncing off of any walls or the floor until their momentum is exhausted and they come to a stop. They then detonate after a short period, causing damage in an area. Anyone know how to do this as a weapon?

    I have toyed around with custom movers to modify the "Toss Grenade" ability to throw a fuse-timer grenade, but 90% of what I have tried has caused the grenade to simply hover at the unit that threw it and not go anywhere.

    My closest success has been to give the mover a low "mover timeout" value in its field, and creating its damage effect on launch missile finish. However this causes the grenade to hit the ground and slide until it blows up, except the explosion is where it landed, not where the grenade is when its mover times out.

    Anyway this is kind of asking about timed grenades that will bounce, and also about making it into a unit weapon for the launcher.

    Posted in: Data
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    posted a message on Ability flag: Best Unit and figuring out who the Best Unit is!

    @Titen42: Go

    I would reinforce that it is whatever unit is closest. I know that mana is not taken into account. If you have two ravens, one with 125 mana and one with full mana, the 125 mana one will be chosen to drop an auto turret, assuming it is closest. This can be annoying because now you have only 1 raven with enough mana for a seeker missile, whereas if the full mana had dropped it you would still have mana for two seeker missiles.

    Posted in: Data
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    posted a message on Different players construct same building?

    @Selfcreation: Go

    I have to say that I had a lot of hopes for this technique, however it did not appear to help. (based on the Interact ability as detailed by Bifuu here)

    Thanks though, worth a shot.

    Posted in: Data
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    posted a message on Kill Unit if at Certain Height

    @HELLYAH: Go

    First thing that springs to mind is placing a region over all of the water, and trigger:

    unit enters region 'ocean', (condition: unit isn't a water type), kill triggering unit

    second thing that springs to mind, and may not be possible is using behaviors and validators. the reason I'm not sure is that validators may not have a height checking ability, and I am not near a SC2 editor computer.

    behavior: set up a period with infinite repeat and periodic effect - (effect: damage: apply fatal damage to self: validator(disable): unitAboveWaterHeight )

    validator: unit is above water height

    So the validator returns true as long as the unit is above water, causing the self-kill effect to be disabled. If the unit goes below water, then the validator returns false, which will enable the self-kill effect. Theoretically.

    Posted in: Data
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    posted a message on (solved) Shields as armor/damage absorption - Test map included, small bug

    @SouLCarveRR: Go

    Right, trigger performance is a concern, and if it impacts the map then I will definitely have to go for the purely data editor approach.

    The pros of this single trigger set is that it captures all damage from all effects (spell, melee, ranged), which works in the context of the map, since in Natural Selection even something like Acid Spores (what might be considered a spell) is reduced by armor the same way as a bullet or a claw swipe would be.

    The data editor approach would work best if there was an explicit "Shield absorb %"{default 1 in sc2core} and "Shield point absorb"{also default 1 in sc2core} or some similar values on a behavior or unit. If there is something like that I was unable to find it.

    Setting a shield piercing fraction for each damage effect in the game, in addition to the logic behind cases such as 70 vs 80 vs 90 vs 95% absorption, seems to me like a tonnnn of work.

    Posted in: Triggers
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    posted a message on Different players construct same building?

    @SouLCarveRR: Go

    I understand and agree with your advocation for preferring the data editor over triggers.

    However, the only trigger that I have attempted with this problem was the one above, Spend Player Resources.

    Since I was unable to locate any solution to solving it in the data editor, I tried the trigger in the logic that if they can spend a player's resources and use the other player's workers to construct a building, then hopefully it would allow their workers to assist in construction as well.

    It did not solve the issue, but I posted about it here anyway to update my search.

    As far as the data editor goes, I looked for a target search flag or anything similar on all of the construction related abilities / effects / behaviors that I could find, in the hopes that I could check Ally in addition to the presumed Player flag. Unfortunately I have been unable to locate anything. That doesn't mean it isn't there though, which is why I am here. I am completely open to a data editor based solution, and would, as stated, prefer one.

    Posted in: Data
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    posted a message on (Solved) AI & new units

    Also, I have not made use of it but I often notice AI-notify flags on data objects. Those may help the AI understand the context of use for any abilities on the new units.

    Posted in: Data
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    posted a message on Different players construct same building?

    @scmapcritic: Go

    Still hoping someone out there can offer some insight.

    Posted in: Data
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    posted a message on (solved) Change shield status bar color above unit

    @mark8264: Go

    Wow, thanks! I will try that as soon as I get home. Awesome!

    Posted in: Data
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    posted a message on (solved) Change shield status bar color above unit

    @progammer: Go

    Yeah that's what I was afraid of. Thanks.

    Posted in: Data
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    posted a message on (solved) Change shield status bar color above unit

    In the UI settings under the data manager, I was able to change the color of the shield value on the unit card, however it does not affect the status bar above units on the field. I could not locate any color option to control status bars.

    Is it possible to do so or is there a disconnect between the shield color setting and the status bar color?

    I am coding a system that uses shields as armor that absorbs damage (like quake or other FPS games), and by editing the text I have converted (for example)

    Shields: 40/40 (blue shield color text) to Armor: 40/40 (orange-ish custom color text)

    However the status bar that represents shields(armor) is still its native blue.

    Posted in: Data
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    posted a message on (solved) Shields as armor/damage absorption - Test map included, small bug

    @SouLCarveRR: Go

    The only real problems would be that in some cases the values change.

    Heavy armor marines absorb 95% of the damage with armor, and alien's armor absorb percentage is dependent upon the number of hives (70, 80, 90%).

    In addition, aliens with 3 hives absorb 2.5 damage per armor point.

    I see those factors causing a lot of maintenance headaches if using any sort of shield penetration values on effects. Here I have every damage source all captured in a single location, and it appears to be working well now.

    Posted in: Triggers
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    posted a message on (solved) Shields as armor/damage absorption - Test map included, small bug

    @SouLCarveRR: Go

    Do you have an alternative approach? I am open to alternatives. That is the only way that was visible to me.

    Posted in: Triggers
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    posted a message on Different players construct same building?

    @scmapcritic: Go

    I used "Set Alliance Aspect (Spend Resources)" which allows me to start a building with another player's units, but I am still unable to finish constructing player A's buildings with player B's units.

    Posted in: Data
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