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    posted a message on Costless Queueing

    Is it possible to allow you to queue units, without paying the resource costs until it shows up in the queue, and pause similar to a supply block if resources are insufficient?

    That is, without a workaround like free units with some kind of triggered/custom data costs and pausing behaviors and otherwise....

    Posted in: Data
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    posted a message on Data- Chance scaled on Life

    Yep, those are linked.

    Yea, that's the way I was planning to do it if all else failed. I would prefer a cleaner slope, but it doesn't seem feasible. I don't know enough about catalogs, and that would require a trigger to run for each missile impact, which could be a problem. That lesser solution would work regardless, so I will use it.

    Posted in: Data
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    posted a message on Shield bubble bypass

    @DrSuperEvil: Go

    I actually looked at that a while back, and It never worked for me. I tried multiple methods, none of them worked. Also the sample map, as said there, didn't work to start with due to a patch.

    The problem with a locational indicator is that it is possible that fast enough missiles would jump from outside to inside the radius, unless I misunderstand it.

    As for the last part, is a bit too complex for me to understand.

    Posted in: Data
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    posted a message on Data- Chance scaled on Life

    Hmm. What then is the most efficient way to merge a trigger random-chance into a data validation? That is, have a switch statement, or validator, succeed or fail depending on a trigger-based effect, as such?

    Posted in: Data
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    posted a message on Ability

    I am pretty sure the untargetable flag is extremely wrong, due to it effecting many other targeting effects. If it doesn't matter who casts it, then you want to add a buff to the target that lasts 5 seconds, and use the validator to disallow that ability on targets with that buff.

    Posted in: Data
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    posted a message on Looking for Old match video

    I only remember some details, and unfortunately, in addition to youtube having a worthless history system (meaning you can't search it, making it totally useless) My favorites disappeared at one point, so I no longer have any way to find it again.

    It was a commentated video, although I don't recall any of the people involved.

    I did some research, and I know that it was on the Metalopolis Map, with the Two golds in the center. It was Zerg vs Protoss, with Zerg to the south-east.

    The match was extremely long, since the match ended with most of the map mined out. I think it was longer than 45 minutes. I also know Carriers were revealed near the end, which resulted in the commentator noting that you don't usually try to carrier-proof your base.

    I believe it was the finals in a tournament or similar. Also It was a Wings of Liberty match, and I am pretty sure from before HOTS came out.

    I already spent two hours trying to search for it, but I can't filter it down enough, lacking even information on any of the players involved.

    Posted in: General Chat
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    posted a message on Ability

    Grammer issue. Do you mean an auto-cast effect, meaning it will only cast on a target one, but you can manually cast twice? Or do you mean only allow a single cast on a particular target? And where is the exclusion coming from? caster or target?

    In the most likely case you need to create a validator that is true only if the buff that ability applies is not on the target. If it is, it will fail and prevent the ability cast.

    Posted in: Data
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    posted a message on Drag-Build

    That requires a massive number of precision clicks. I want to be able to rapidly click drag to place 20+ buildings, in a line, within around 2 seconds. Shift click is something I already know about, and was the best method Warcraft 3 could Handle. Starcraft however lets you trigger-add to a queue, meaning it is at least theoretically possible for you to enable drag-building.

    As you can see, this placement is a perfect line of four factories, which takes two clicks, and no effort at all on the player's side. While I couldn't find an example, walls in that game are often erected, as in 30-40 wall seconds to block off a passage, and that takes no longer than that.

    Posted in: Triggers
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    posted a message on --Double Post--

    I want to have a unit with more range at higher altitude. How might I have a validator react to terrain height where a Unit is?

    Posted in: Data
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    posted a message on Terrain Height Buff

    I want to have a unit with more range at higher altitude. How might I have a validator react to terrain height where a Unit is?

    Posted in: Data
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    posted a message on Drag-Build

    I want to be able to drag-build, similar to games like Supreme Commander. You select a structure to build. You click on a location. You drag to another location. It fits as many of that structure (based on placement map) in a straight line between the two points as it can, in a build queue. If possible, while dragging, it also displays standard ghost images. Until released, it will not queue any of the structures.

    If this is not feasible, other methods of rapidly queuing clean squares of multiple structures would be helpful.

    This might be possible via data but I doubt it. Most likely triggers would be mostly required.

    Posted in: Triggers
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    posted a message on Shield bubble bypass

    Missile is a unit, and hence detectable.

    Shield is unit. it has a behavior attached. This behavior has a search attached to it's periodic. The search makes sure the shield does not have the "failed" behavior (which is handled separately, and works perfectly) then searches for all missiles in range. All missiles are then hit with a massive amount of damage (instant kill can't be registered by a combat reaction, for some reason) which kills it. The Missile's reaction behavior applies the missile shield impact effect to the shield generator, damaging it. The shield's combat reaction to fatal damage gives it the "Failed" behavior until it regenerates 100% health.

    When the shield reactivates, it instantly kills all missiles in it's aura. This is unwanted. Anything that isn't already in the aura should ignore it, as it supposed to represent a bubble shield, not a missile deletion aura.

    I was originally using a ton of shield nodes, in an arc, in front of the terrain-ship, but I gave up after trying to get them all to share life, and then failure buffs, was impossible to resolve. Using a single unit with a catch aura instead.

    My current plan is to make the search effect, if a shield is failed, apply a buff to the missile, which gives it shield immunity, hence shields will not destroy it. If it leaks(Chance based on shield health, seperate problem), it will do the same thing. However, I need either two buffs, and two effect trees for the inner and outer shield (and more for potential micro generators you can also build) or else figure out how to only check for buffs from the source unit.

    Hopefully that is enough detail. The effect I am going for (and the map I am recreating) is Missile wars from Warcraft III.

    Posted in: Data
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    posted a message on Shield bubble bypass

    I have a shield bubble effect, which needs to support leaks. If a missile hits the shield, it might leak through, causing that shield to ignore it. However, I might have multiple shields, which makes it somewhat more difficult. I thought of adding a buff that prevents it from doing anything to that missile, but with multiple shields, that is not feasible.

    I think something having to do with Markers is required. I want to only ignore missiles with a buff matching the shield itself to be counted.

    Posted in: Data
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    posted a message on Data- Chance scaled on Life

    I have a unit, which represents a shield bubble. I want a chance of attacks (missiles) to ignore the shield and attack the hull directly.

    More importantly, It needs to scale based on the shield's health. At full strength, it always blocks it. As it drained, it will drop down to a mere 30% block chance. Hence as bombardment continues, it would be less able to block missiles.

    I don't know if there is any support for scaling chances in data, although I am certain triggers would make it easy. However, this event would occur often, so Needs to be data based.

    Worst case, I would make a switch, with 4 chances, for each 20% shield lost.

    Posted in: Data
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    posted a message on Compare Unit vital Validator

    Ah, the other otherunit field determines what unit a comparison is made to? Useful.

    What is the type delta? I was going to use a healer effect.

    Posted in: Data
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