Create a behavior and apply the behavior to the units. You can pick Ranged Spell Melee, etc. So just pick the one you want to use. You can apply it with a trigger or directly to the unit.
I have a working aura buff I can level up and it works great, no problems there. However, I would like to make it so when a unit has the aura buff, they have something like an aura or some small animation played continuously around their feet. Kind of a visual representation that they have the aura buff present.
I believe (not sure however) that I need an actor with the "BuffContinuous" actor. I may be completely mistaken on how to go about this but I am unsure of where to start.
So as I was saying, I wanted to be able to level a permanent passive trait. I wanted players to be able to spend points for "upgrades" to their hero, not just spend points on unlocking/improving abilities. As you can see from the following screenshots it finally works. Each level players can spend points on increasing their her units HP and MP max values. I also have one for a permanent increase into the hero's attack/attack speed. Each upgrade has 3 levels. In the screnshots showing the heros command card 1 I have passive buttons that show, based on color, the current level the passive ability is level to. Each level "highlights" the currently learned levels. Yes, I know the behaviors are showing, I am using this for debug. Sorry the mouse got cut out.
I do not want it as a static +HP per level. I want the HP bonus to be a passive ability players can spend points on. I believe I have a working model figured out. I will post it along with screenshots shortly so people can see what I am talking about.
Ok, I must be missing something or am really noob. Basically I want to create 5 burrowed roaches at a region for the AI, I want to then order them to move to a given point. I have a trigger once the roach enter a region to unburrow command.
I am still having issues making the roaches move underground. I used the disable tech tree requirements for player 14(the computer controlled player). I even manually added a movement speed to the roach[burrowed] unit. Still they unburrow before moving. What am I missing?
So I've spent too much time working on this and thought I'd ask for help. I want to use the Hero Learn system like you use to unlock regular abilities. This is easy enough to do with effects, behaviors, abilities, etc. My goal is to have a system like:
Ability Level 1: Max HP +100
Ability Level 2: Max HP +200
Ability Level 3: Max HP +300
The issue is, doing it the way I know requires you to attach effects to an ability. This means that after the player upgrades the ability associated with the effect, they must press a button on the command card to actually get the behavior effect to occur. This is an issue as for my passive abilities, I don't want the user to have to press the upgrade button then press an "apply effect" button ability.
Is there any way to do this using the Hero Learn system? I don't want to have to make this a separate "Upgrade" unless I can tie it into the Hero level points system some how. And no, a trigger looping Issue Order to unit won't work, it will cause the unit to stop what they are doing at each iteration, meaning ordering the unit to use the apply effect ability every 10 seconds will make them stop moving/attacking every time the trigger fires.
I figured it out. I'm trying to do more than just modify a units HP, that's easy enough. I am changing build times, attack speed, attack damage, resources for units, structures and research, along with a base line modification of enemy params. I decided to create an upgrade of type talent and manually 'set' each param I need using SCV[build] Barracks[train] and individual unit attack damages. It's tedious but it works.
I trigger "Tech Tree- Set ModeNormal upgrade level to 1 for player 1"
I have a custom UI to select the difficulty level of my map. After which it calls a trigger to set various parameters for difficulty. My goal however is to be able to dynamically modify building and unit cost based on the difficulty level. I'm not sure how to go about this though. My first thought was a behavior with a restriction that must be met. My second idea was disabling/enabling various abilities for the structures, that was a bad idea. My newest idea is to create an upgrade that will modify various abilities like SVC[build] ability -> build item -> technology cost -> set -> amount
I'm not sure if I'm going at this the right way or if there is a much better solution. Basically I need a way to set with a trigger unit and structure prices.
How do you order AI units to move while burrowed? I created roaches and ordered them to burrow then move to a point but they unburrowed and walked there. I also created burrowed roaches and ordered them to move to a point, again, they unburrow first and walk to said point.
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Thoughts?
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Start with something like this and expand beyond it
http://forums.sc2mapster.com/development/map-development/7122-sniping-a-passenger-inside-a-transport/#p3
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Try adding it as a behavior to your marine unit in the data editor. Then for the behavior add a requirement of something like
level of unit completed at unit == 3
This will require the unit to be level 3 before the behavior will take effect
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Create a behavior and apply the behavior to the units. You can pick Ranged Spell Melee, etc. So just pick the one you want to use. You can apply it with a trigger or directly to the unit.
0
I have a working aura buff I can level up and it works great, no problems there. However, I would like to make it so when a unit has the aura buff, they have something like an aura or some small animation played continuously around their feet. Kind of a visual representation that they have the aura buff present.
I believe (not sure however) that I need an actor with the "BuffContinuous" actor. I may be completely mistaken on how to go about this but I am unsure of where to start.
Any ideas?
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see my post, is this related?
http://forums.sc2mapster.com/development/map-development/6797-permanant-sp-passive-hero-ability-properties/
I know it's not auras, but it was passive abilities I was working on
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So as I was saying, I wanted to be able to level a permanent passive trait. I wanted players to be able to spend points for "upgrades" to their hero, not just spend points on unlocking/improving abilities. As you can see from the following screenshots it finally works. Each level players can spend points on increasing their her units HP and MP max values. I also have one for a permanent increase into the hero's attack/attack speed. Each upgrade has 3 levels. In the screnshots showing the heros command card 1 I have passive buttons that show, based on color, the current level the passive ability is level to. Each level "highlights" the currently learned levels. Yes, I know the behaviors are showing, I am using this for debug. Sorry the mouse got cut out.
http://www.suterusu.com/images/hero1.JPG
http://www.suterusu.com/images/hero2.JPG
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I do not want it as a static +HP per level. I want the HP bonus to be a passive ability players can spend points on. I believe I have a working model figured out. I will post it along with screenshots shortly so people can see what I am talking about.
0
Ok, I must be missing something or am really noob. Basically I want to create 5 burrowed roaches at a region for the AI, I want to then order them to move to a given point. I have a trigger once the roach enter a region to unburrow command.
I am still having issues making the roaches move underground. I used the disable tech tree requirements for player 14(the computer controlled player). I even manually added a movement speed to the roach[burrowed] unit. Still they unburrow before moving. What am I missing?
0
So I've spent too much time working on this and thought I'd ask for help. I want to use the Hero Learn system like you use to unlock regular abilities. This is easy enough to do with effects, behaviors, abilities, etc. My goal is to have a system like:
Ability Level 1: Max HP +100 Ability Level 2: Max HP +200 Ability Level 3: Max HP +300
The issue is, doing it the way I know requires you to attach effects to an ability. This means that after the player upgrades the ability associated with the effect, they must press a button on the command card to actually get the behavior effect to occur. This is an issue as for my passive abilities, I don't want the user to have to press the upgrade button then press an "apply effect" button ability.
Is there any way to do this using the Hero Learn system? I don't want to have to make this a separate "Upgrade" unless I can tie it into the Hero level points system some how. And no, a trigger looping Issue Order to unit won't work, it will cause the unit to stop what they are doing at each iteration, meaning ordering the unit to use the apply effect ability every 10 seconds will make them stop moving/attacking every time the trigger fires.
0
I figured it out. I'm trying to do more than just modify a units HP, that's easy enough. I am changing build times, attack speed, attack damage, resources for units, structures and research, along with a base line modification of enemy params. I decided to create an upgrade of type talent and manually 'set' each param I need using SCV[build] Barracks[train] and individual unit attack damages. It's tedious but it works.
I trigger "Tech Tree- Set ModeNormal upgrade level to 1 for player 1"
0
I have a custom UI to select the difficulty level of my map. After which it calls a trigger to set various parameters for difficulty. My goal however is to be able to dynamically modify building and unit cost based on the difficulty level. I'm not sure how to go about this though. My first thought was a behavior with a restriction that must be met. My second idea was disabling/enabling various abilities for the structures, that was a bad idea. My newest idea is to create an upgrade that will modify various abilities like SVC[build] ability -> build item -> technology cost -> set -> amount
I'm not sure if I'm going at this the right way or if there is a much better solution. Basically I need a way to set with a trigger unit and structure prices.
0
How do you order AI units to move while burrowed? I created roaches and ordered them to burrow then move to a point but they unburrowed and walked there. I also created burrowed roaches and ordered them to move to a point, again, they unburrow first and walk to said point.