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    posted a message on Unit Miss %

    @xenrathe: Go

    Okay, finally found some more time to work on this. Here's what I found.

    Damage response IS a behavior field, but only if you set your behavior to be a buff. I was looking under modifications.

    However, damage response is all completely based on how the unit that owns the behavior reacts to incoming damage. Meaning that this would only be useful if I applied it to every unit I was trying to shoot at, and even then wouldn't be as versatile as I need it to be.

    Maybe I wasn't specific enough in my original post: I am trying to make a miss chance that is variable based on the individual unit who is attacking. They can have a 5% chance to miss their target, or have that decreased to say 2.4% chance to miss their target. Therefore, this cannot be a dodge, it must be a miss, otherwise all units would go down to 2.4% chance to miss, which may not be balanced in the way I am using it.

    If I can't find any other way to work this out, I can make every attack against a unit sense who the attacker is and adjust the dodge % accordingly, but that would be just as clunky as the system I started out trying to make.

    Posted in: Miscellaneous Development
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    posted a message on Unit Miss %

    @xenrathe: Go

    I just tried what you said. The behavior chance refers to something dealing with unit death. No matter what chance I use, the miss chance is either on or off. If the unit has the miss behavior, it misses every shot.

    It was a good idea, but I'm not sure it's quite the answer I'm looking for.

    Posted in: Miscellaneous Development
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    posted a message on Unit Miss %

    @xenrathe: Go

    I'll try that if you can explain it a little more detailed for me :)

    Make a behavior in the data editor that does _? Make an action in my trigger that says _?

    Posted in: Miscellaneous Development
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    posted a message on Multiple Veterancy Levels?

    @Sceptilesolarbeam: Go

    Anytime, if you need help with the workaround, feel free to post. I'm almost positive I could get the system I just talked about to work if you needed me to work together with you.

    I suck at custom code so making workarounds is my specialty, lol.

    Posted in: Miscellaneous Development
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    posted a message on Unit Miss %

    For lack of a better system, I have set up my own to activate on unit attack.

    I've run into a snag though, I don't know how to setup the trigger Send Actor Message.

    Help?

    Posted in: Miscellaneous Development
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    posted a message on Multiple Veterancy Levels?

    @Sceptilesolarbeam: Go

    I don't think you would necessarily need multiple leveling aspects to take care of that sort of flavor. You could just make requirements for your abilities that you put on your hero.

    Say you have a snipe skill that you only want if your marine is going to become a sniper, and then eventually maybe a ghost... You have the snipe skill require 10 agility, but they only start out with 4 agility. Then, once they learn the snipe skill to level 3 or something, they have the option to train into a sniper hero, which then no longer has access to other abilities you might've had on the original (like grenade toss or something that a sniper wouldn't use but a marine might).

    Edit: And of course grenade toss might have its own requirement of 6 strength or something, that way to get both you'll have to gain 6 levels worth of agility and another 2 levels of strength to access both (which may lead to another, separate hero class upgrade).

    Posted in: Miscellaneous Development
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    posted a message on Help (Details Inside)

    @GregoryW: Go

    What, specifically, is your question? How do you use triggers to make the ghost academy invulnerable?

    Posted in: Miscellaneous Development
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    posted a message on Region Trigger Help

    @GregoryW: Go

    Glad to help when I can :)

    Posted in: Miscellaneous Development
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    posted a message on Unit Miss %

    I am trying to make a system to give attacks a chance to miss. I am aware that FrozenFirebat made a tutorial on this topic, but the way he implements it would make it very difficult to have small percentage shifts, such as going from 5% miss chance to 4.9% miss chance.

    Before I get started into trying to set this thing up, I wanted to see if anyone else had an existing system for this already, or could help me make one that doesn't cause lag. I remember mapping in WC3 where certain trigger functions caused memory leaks, or just happened too frequently and bogged down the systems of players. If I am going to create a miss chance for every attack for every unit in my map, I would like to make sure it won't have a similar effect.

    - Zeb

    Posted in: Miscellaneous Development
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    posted a message on Any *easy* way to quickly test your own map?

    @Siaon: Go

    If what happened was a dialog came up saying game over right when your map started, you need to go into your triggers and remove the Map Initialization trigger to keep it from running the melee victory and defeat conditions.

    Posted in: Miscellaneous Development
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    posted a message on Region Trigger Help

    @GregoryW: Go

    What you need to do is setup a condition for your triggers so they will only fire for the units you want.

    You're looking for Comparison - Owner of Unit == 0 (this will be the player)

    Posted in: Miscellaneous Development
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    posted a message on Any *easy* way to quickly test your own map?

    @Siaon: Go

    If you want to test your map while you are in the process of working on it, press Ctrl+F9 and it will run.

    Posted in: Miscellaneous Development
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    posted a message on Multiple Veterancy Levels?

    @Sceptilesolarbeam: Go

    I don't think the way you're envisioning it is possible, but you're welcome to dabble in custom interfacing and set up your own experience/level displays. I know there is a way to do just about anything in the trigger system.

    I guess if you wanted me to really help you, I would have to ask you what you wanted to accomplish by having multiple veterancy levels. There may be an easier way or a workaround that you could use.

    Are you thinking like WoW, how they have character levels and also a talent tree?

    Posted in: Miscellaneous Development
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    posted a message on Mana Costs

    I was just testing out my own map and realized that I am steering you wrong already. One of the bugs I have is actually from using catalogs. Apparently for the 3rd field you don't enter the whole string "CAbilEffect_Cost_Vital" you only enter the last word after the final underscore; in this case, "Vital" would be the one you need to access mana (energy) cost.

    Posted in: Galaxy Scripting
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    posted a message on Mana Costs

    @CrimsonTwilight: Go

    There sure is. I found out about this cool new trigger that wasn't around in the World Editor for war3. It's called Catalog Field Value Set. First you would make a trigger to identify when your unit casts the ability you have to lower mana cost, have it check the level it has been learned to and apply that to a variable you already made. Then you could do an if-then statement. You want it to read like this (go into your data editor to make sure this is all the same for your map, I am using the high templar feedback ability, to get the true names I turned on Raw Data in the data editor):

    Event Unit Uses Ability

    Actions

    Variable - Set (Name of Variable) = (Current level for ability High Templar - Feedback on (Triggering unit))

    If (Name of Variable) = 1 (Showing your skill has been learned and is on level 1) Then Catalog - Set value of Abilities(This is a preset that you can choose) "Feedback" "CAbilEffect_Cost_Vital" for player (Owner of (Triggering Unit)) to "((0|0|100))"

    If (Name of Variable) = 2 Then Catalog - Set value of Abilities "Feedback" "CAbilEffect_Cost_Vital" for player (Owner of (Triggering Unit)) to "((0|0|50))"

    If (Name of Variable) = 3 Then Catalog - Set value of Abilities "Feedback" "CAbilEffect_Cost_Vital" for player (Owner of (Triggering Unit)) to "((0|0|25))"

    And so forth...

    I hope this works for you as I haven't tested it out myself. Good luck with your map :)

    Posted in: Galaxy Scripting
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