Changed DMCLOUD kill message to "lost in the mist"
Implemented brand new physics system (codename: HHAP) "Hungry Hungry Arena Physics"
new system can correctly launch anything over non-flat terrain and bounce them from cliff walls or terrain deformations
Demon now changes his movements after being in flight
Demon now can eat you in flight if you both have same height
Most of abilities now can be casted in flight!
Marine::Bunker distance rebalanced, Marine slowed by 50% when dragged by bunker explosion, fixed graphics
Marine::Rocket rebalanced distance, now have 90° arc (easier to cast), adds fire to targets (gfx only), now can be stacked (eg. 3 rockets at once blow you away very far)
SCV::Wall bounce rebalanced, now its "softer", also now it has activation time (1.5 sec) when it pushes demon, but not people!
SCV::Supply Depot correcly launch you over different heights and AT different heights (exactly at point where u wanna go)
SCV::Platform slows down (with no effect) flying units
Zealot::Fury rebalanced
Zealot::Mine explosion now affects units with low height (up to 1.5m)
Zealot::Explode now doesnt require placed mines => faster casting when first mine placed
Hydralisk in his Hook flight now can be killed by demon
Roach::Cloud now have better graphics, splash on the screen and AoE rebalanced (2m initial range and if you affected - you need to go 3m far from cloud. This reduces times you being "locked" at the edge of the cloud, due going out and in)
Queen::Broodlings now create broodlings even if unit is in flight, but they will attack queen itself x_x. Also now have 15 seconds duration back.
Changeling::Take DNA range increased to 7 (from 6)
Changeling now can continue moving while switching his forms
Changeling::Take DNA missile sped increased to 4m/s (from 2.5m/s)
fixed bug with SCV flying strange on DMCLOUD
fixed DT::Smoke display on low effect settings
fixed Hydralisk::Time Warp tooltip (Time Warp slows hydralisk by 75%)
fixed where Hydralisk::Time Warp shows range
fixed bug where Roach was able to teleport to his Cloud
fixed bug where host wasn't able to pick 30 lives
fixed bug with Queen::Broodlings attack players at maximum attack speed possible
HHA 1.38a
fixed some HHAP constants
fixed players being able to control broodlings
changed Ball model
ball now accelerating: starting from 8m/s up to 25m/s with 10m/s2 speed.
Hello everyone, i've searched through this forum and was wondered how all suggestions about aura ends as "reapply buff every 0.1-1 second".
This is another solution, based on validators and here aura-buff lasts forever until aura should stop working.
Notes:
We will make simple slow aura without gfx effects, because of beginner difficulty.
We will call this aura Slowness, and it will slowdown enemy units by 60%.
We will give this aura to marine, just to restory balance in starcraft.
We won't copy anything and all our effects and other data should be created from scratch (right click -> add).
Editor properties: Table View: Show Field Categories, Combine Structure Values
Test: Check *Marine* in units section, first field should be named as: Ability: Abilities +
Let's start!
Creation:
Behaviors:
1. Add new *behavior* with type *buff* and name Slowness (Aura).
Units with this behavior will carry our aura through the game.
Don't forget to press *Suggest*, so our objects IDs will be nice and comfy too.
2. Add another *behavior*, type *buff* and name it Slowness.
This one will be applied to units being slowed.
We'll edit them later, time to add some effects:
Effects:
1. Add effect Slowness (Search) of type Search Area
This is main effect, it will search units to apply *Slowness* behavior to them, with help of
2. Slowness (Search Apply) of type Apply Behavior
Because Slowness (Search) can't apply anything, it will use this one.
Ok, leave effects as is, we will also return to them later.
Validators:
(Green plus sign > Edit Game Data > Validators)
Main reason of this tutorial is the validators, they will do main job for us:
1. Add validator named Slowness (Aura Check) of type Unit Compare Behavior Count
This validator will check if aura unit still alive and his aura is working:
set Validator:Behavior to Slowness (Aura)
set Validator:Compare to Greater Than
and Validator:Unit + set to (None):Source
We will link to later to *Slowness* behavior.
It checks if *Source* (that one who applied behavior ) has Slowness (Aura), and if he hasn't it, then this validator result an error
2. Add validator Slowness (Range) of type Location Range
in Target: Location + put Target Unit
Validator: Compare => Less Than Or Equal To
Validator: Range => *3*
Validator: Value + set to (None): Source
This one we will link to later to *Slowness* behavior.
And it's easy too: we take *Source* (that one who applied behavior ) and check distance between it and our target - should be less or equal 3.
3. Add another validator Source Alive of type Unit Filters
in Validator: Filters set Dead:Excluded
Validator: Value + set to (None): Source
This one doesnt have "Slowness" in its name because it can be applied to any effect or behavior, it just checks if source unit alive or not, we don't want our aura work after source unit's death.
4. Next validator is Slowness (Not Exist) with same type Unit Compare Behavior Count
and only one field: Validator: Behavior should be *Slowness*
This is more than easy, we just check if target unit dont have *Slowness* behavior because we dont want reapply it
5. Last validator is Enemies (Target Filter) of type Unit Filters
at Validator:Filters check to *Excluded* following parameters: *Dead*, *Structure*, *HarvestableResource*, *RawResource*, *Missile*, *Destructible*, *Item*, *UnderConstruction*, *Invulnerable*
and in this field uncheck: *Player*, *Ally* and *Neutral*
Again, no *Slowness* in the name because it can be applied to any effect or behaviuor, it just declares who're enemy units to us.
Combination:
We've done validators, time to go back through effects to behaviors:
Effects
1. Slowness (Search)
at Search: Areas add new area with effect Slowness (Search Apply) and range: 3
Should look like this:
This effect will search units and apply Slowness (Search Apply) to them, within range 3 (should be same or less as we declared in Slowness (Range) validator.)
Main difference - this effect search in range 3, and validator checks if unit goes out of range.
If you make effect 5 and validator 3 -> then search area would apply slow and validator will remove it, resuling in blinking behavior with no-effect in 3-5 range.
If you make validator 5 and effect 3 -> then aura would apply on units within 3 range, but they will be slowed until there will be more than 5 range between them and aura-holder.
2. Slowness (Search Apply)
Effect: Behavior => *Slowness*, hope you understand why :)
in Effect: Validators + add these validators:
Enemies (Target Filter), because we want our aura apply to enemies
and Slowness (Not Exist), just as i said above - we dont want reapply our *Slowness* every 0.1-1 second.
Effects are done, lets go back to *behaviors* panel:
Behaviors:
1. Slowness. Our support *behavior*, that one who actually slow units.
Behavior: Modification+ -> *Movement* -> Movement Speed Multiplier set to 0.4 (40% of original unit speed)
in Behavior: Validators (Remove) + add these:
Source Alive
Slowness (Range)
Slowness (Aura Check)
if any of these validators result an error, our behavior will be removed, that's the core thing, and that's why we don't need to reapply behavior every 1 second.
other fields:
Behavior: Alignment - *Negative*
UI: Icon - put a nice picture here
UI: Tooltip - here you should write something like:
This units slowed by <d ref="100 - (Behavior,Slowness,Modification[0].MoveSpeedMultiplier[0]*100)"/>%
Note: <d ref="Behavior,Slowness,Modification[0].MoveSpeedMultiplier[0]"/>% will result *40%*, but units slows by 60% (40% is value of unit speed under this behavior). thats why we add "100 -"
2. Slowness (Aura) Our main aura *behavior*.
Behavior: Alignment - *Positive* ;)
Effect: Effect - Periodic => Slowness (Search)
Stats: Period => 0.1 or 1 sec
This one is pretty standart, main difference is that Period affects only new units, old ones are handled by behaviors
Test
In Units section select *Marine* and add to Behavior: Behaviors + our pretty Slowness (Aura)
In terrain editor put 10-30 zerglings(player 2) and 1-5 marines (player 1) -> all should work here.
Problems:
No behavior icon on zerglings => you messed up something with effects/behaviors
Icon on zergling is blinking => you messed up with validators
Slow effect doesn't dissappear even if should => you messed up with validators again
All works, but there's no graphics here! => Ohohoho, post a comment :D
Ending:
Any PMs with grammatical fixes would be gladly appreciated, i hope you can understand what I've written here :)
Anyway, post a comments, feedback, etc
essential: As I said in the previous post im wondering what the advantage and disadvantage is of either using a map with data edited, or a mod file, and if its possible to easily copy large amounts of abilities/effects etc (data stuff) from 1 map to another.
Mod is good when:
1) u're making campaign
2) u're making melee-mod (e.g. with changed balance)
any maps when you need to share large amount of data and keep them all updated.
If you're just like abilities u've made, then its better to copy them between maps using XML editor.
non essential: Is it possible to put the effects under an instant effect ability, so that u dont have to click a target but just the button to raise 1 corpse (i assume with a search area effect that then activates the spawning/corpse removal), i tried this myself but couldnt get it working
(assuming ur spell based on my map)
change ability to effect-instant
relink button (and prob. requirment)
relink ability to the unit
relink search effect, change both target fields of search area effect to source unit/point (cuz its target point as i remember)
well if u dig my scenario there's an effect "Beetles (Target Search Apply Corpse)" which is Set efect applieed to a corpse
and one of his children is "Beetles (Corpse Remove)", so if you could do his to do his job (cuz i cant) -> then this spell is fully working for ya
hello everyone, i wanna ask you a few questions:
1) is there a way to detect player settings?
2) what setting changes water look
3) how do you this i can fix that:
here's my map on ultra/high settings:
Humm, im thinking about tutorial about this, but basically u need to do this chain:
search effect target point, search corpses
V seach applies
create unit effect which creates ur beetle
V on this effect you should apply
set effect, with these effects:
V
- apply KILL Buff to Beelte
- apply Exists Buff to caster
KILL buff -> uses validator Caster Alive (on whome you need to check is caster of effect (apply buff) alive)
and on final (when removed, in this case when unit dead -> removes 1 EXISTS buff from caster)
EXISTS buff -> applies to caster, stacks up to 99 times
And after all this jsut a requirment on ability to use and count behavior <= n
BTW to anyone who reads this: if your english are good and you're ready to correct my awful english - PM me and we can do a tutorial :3
0
New patch!
HHA 1.38
new system can correctly launch anything over non-flat terrain and bounce them from cliff walls or terrain deformations
HHA 1.38a
DMLOST:
0
i think evil havent asked you, he suggested you to use them :)
0
Kabel? :D
btw watch out for warping in arbiter field, all units should be invisible when warping in it
0
quick thinking: behavior with disable validator (0 charges)
duration x sec > set effect:
reapply itself add x charges
0
wow, wow, ok, sorry, count this as aggressive marketing? :D i've edited the post to add more neutrality
0
Hello everyone, i've searched through this forum and was wondered how all suggestions about aura ends as "reapply buff every 0.1-1 second".
This is another solution, based on validators and here aura-buff lasts forever until aura should stop working.
Notes:
Editor properties: Table View: Show Field Categories, Combine Structure Values
Test: Check *Marine* in units section, first field should be named as: Ability: Abilities +
Let's start!
Creation:
Behaviors:
1. Add new *behavior* with type *buff* and name Slowness (Aura).
Units with this behavior will carry our aura through the game.
Don't forget to press *Suggest*, so our objects IDs will be nice and comfy too.
2. Add another *behavior*, type *buff* and name it Slowness.
This one will be applied to units being slowed.
We'll edit them later, time to add some effects:
Effects:
1. Add effect Slowness (Search) of type Search Area
This is main effect, it will search units to apply *Slowness* behavior to them, with help of
2. Slowness (Search Apply) of type Apply Behavior
Because Slowness (Search) can't apply anything, it will use this one.
Ok, leave effects as is, we will also return to them later.
Validators:
(Green plus sign > Edit Game Data > Validators)
Main reason of this tutorial is the validators, they will do main job for us:
1. Add validator named Slowness (Aura Check) of type Unit Compare Behavior Count This validator will check if aura unit still alive and his aura is working:
We will link to later to *Slowness* behavior.
It checks if *Source* (that one who applied behavior ) has Slowness (Aura), and if he hasn't it, then this validator result an error
2. Add validator Slowness (Range) of type Location Range
This one we will link to later to *Slowness* behavior.
And it's easy too: we take *Source* (that one who applied behavior ) and check distance between it and our target - should be less or equal 3.
3. Add another validator Source Alive of type Unit Filters
This one doesnt have "Slowness" in its name because it can be applied to any effect or behavior, it just checks if source unit alive or not, we don't want our aura work after source unit's death.
4. Next validator is Slowness (Not Exist) with same type Unit Compare Behavior Count and only one field: Validator: Behavior should be *Slowness* This is more than easy, we just check if target unit dont have *Slowness* behavior because we dont want reapply it
5. Last validator is Enemies (Target Filter) of type Unit Filters
Again, no *Slowness* in the name because it can be applied to any effect or behaviuor, it just declares who're enemy units to us.
Combination:
We've done validators, time to go back through effects to behaviors:
Effects
1. Slowness (Search)
Should look like this:
This effect will search units and apply Slowness (Search Apply) to them, within range 3 (should be same or less as we declared in Slowness (Range) validator.)
Main difference - this effect search in range 3, and validator checks if unit goes out of range.
If you make effect 5 and validator 3 -> then search area would apply slow and validator will remove it, resuling in blinking behavior with no-effect in 3-5 range.
If you make validator 5 and effect 3 -> then aura would apply on units within 3 range, but they will be slowed until there will be more than 5 range between them and aura-holder.
2. Slowness (Search Apply)
Effects are done, lets go back to *behaviors* panel:
Behaviors:
1. Slowness. Our support *behavior*, that one who actually slow units.
if any of these validators result an error, our behavior will be removed, that's the core thing, and that's why we don't need to reapply behavior every 1 second.
other fields:
This units slowed by <d ref="100 - (Behavior,Slowness,Modification[0].MoveSpeedMultiplier[0]*100)"/>%
Note: <d ref="Behavior,Slowness,Modification[0].MoveSpeedMultiplier[0]"/>% will result *40%*, but units slows by 60% (40% is value of unit speed under this behavior). thats why we add "100 -"
2. Slowness (Aura) Our main aura *behavior*.
This one is pretty standart, main difference is that Period affects only new units, old ones are handled by behaviors
Test
In Units section select *Marine* and add to Behavior: Behaviors + our pretty Slowness (Aura)
In terrain editor put 10-30 zerglings(player 2) and 1-5 marines (player 1) -> all should work here.
Problems:
Ending:
Any PMs with grammatical fixes would be gladly appreciated, i hope you can understand what I've written here :)
Anyway, post a comments, feedback, etc
0
Mod is good when:
1) u're making campaign
2) u're making melee-mod (e.g. with changed balance)
any maps when you need to share large amount of data and keep them all updated.
If you're just like abilities u've made, then its better to copy them between maps using XML editor.
(assuming ur spell based on my map)
change ability to effect-instant
relink button (and prob. requirment)
relink ability to the unit
relink search effect, change both target fields of search area effect to source unit/point (cuz its target point as i remember)
0
Search effect is for clicking ground around corpse, so you can click 2 units away from corpse and it will find it automatically
0
@FireBoltnl: Go
well if u dig my scenario there's an effect "Beetles (Target Search Apply Corpse)" which is Set efect applieed to a corpse
and one of his children is "Beetles (Corpse Remove)", so if you could do his to do his job (cuz i cant) -> then this spell is fully working for ya
0
hah i pretty failed too, only after a day after contest i realized that my map is unplayable on the low/medium graphic settings, check this out: http://www.sc2mapster.com/forums/development/data/53946-low-graphics-water/#p2
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@Deadzergling: Go grats with 1st place!
0
Ok so here is what u need, explaining what i said above, fully data based:
https://mega.co.nz/#!g1EDyQDA!WtkUA1cWfm6oNB_0IuzRkjwYfI473L2SjwFePm620hQ
i only dont know how to remove corpse after use, if someone could say me how to mark corpse as unusable after raising beetle from it - would be great
0
hello everyone, i wanna ask you a few questions:
1) is there a way to detect player settings?
2) what setting changes water look
3) how do you this i can fix that:
here's my map on ultra/high settings:
here's my map on low settings:
0
Humm, im thinking about tutorial about this, but basically u need to do this chain:
search effect target point, search corpses
V seach applies
create unit effect which creates ur beetle
V on this effect you should apply
set effect, with these effects:
V
- apply KILL Buff to Beelte
- apply Exists Buff to caster
KILL buff -> uses validator Caster Alive (on whome you need to check is caster of effect (apply buff) alive)
and on final (when removed, in this case when unit dead -> removes 1 EXISTS buff from caster)
EXISTS buff -> applies to caster, stacks up to 99 times
And after all this jsut a requirment on ability to use and count behavior <= n
BTW to anyone who reads this: if your english are good and you're ready to correct my awful english - PM me and we can do a tutorial :3
0
Sooo, where's my reward? :D