There's no pleasurable way to do this in data editor. Feedback is in not helpful here, cause damage effect just has a field that does damage equal to % of target's vital, then runs modify unit to clear unit off energy. Sadly, you can't just "run effect x times based on caster's vital".
One painful way to do this, is using Persistent effect to drain 1 energy and apply 1 trash behavior, and at 0 energy run another persistent that restores 1 and creates unit for every 2 stacks of behavior on the unit. (somehow attached, thos it still creates +- 1)
IMO trigger editor is much easier to do this kind of stuff, if you dont have 200 units using that ability it shouldn't be too intensive.
Yes, because when compiler goes "down" the code, he sees (in 1st record) that you're referring to second, which was not defined yet, so it doesn't know what it is (hence the syntax error).
I'm not sure if that would remove pre-placed units. You could try putting a loop in map initialization:
For x from 1 to 15 (num of max players) do:
if controller of player x != user
pick all units etc
Yes, if I didnt say it clearly enough, "starcraft cuts image into 4 even columns and 8 even rows" (i.e. 256[width] x 512[height] image would be cut into 64 x 64 rectangles). And the size itself isn't restricted in any way, but the size of borders in game will be relative to the size of the image.
Easiest way to go with this would be creating a global variable of type integer, that increases by 1 every time you kill a marine, and when it reaches five, it adds 1 gas and goes back to 0.
It's hard to read trigger the way you pasted it, and i don't get this part. Looks like your unit is in a unit group, so maybe unit created in this trigger is not put in that group, so triggers fail to run?
You can't have 2 events in one trigger, they fire off from any of them, but you should know that already.
What you need is 2 triggers - one fires off from pressing shift, and sets global variable (boolean) to true (releasing - false). Then trigger with mouse movement effect need condition / if checking if that variable is currently set to true.
You can replace marine's weapon effect to effect (set) that will do damage and issue order to use stimpack. But you need lots of validators for the issue order effect.
I did more detailed post but post failed and cba rewriting, attached map so take a look if You want
I'm not sure if unchecking Neutral from search filters would do the trick, (aura is on neutral player, and 'normal' players are neutral towards him, but resources which belong to same neutral are regarded player units). You'd need to toy around with search area and apply behavior (if that's what you're using). If you want to exclude player 0, you need to create and add validator to one of those, that validates if player controller != neutral.
I've made sth like that in 2-3 hours, still lots of polishing to do, but adding individual upgrades is easy. All you need is ID of research ability, and ID of upgrade within it (like ForgeResearch, 1 = weapons +1) and it'll read tooltip and costs thru catalog function. Attaching unfinished demo map, i won't have time to complete it till next weekend.
Mothership has mass recall ability - just tweak around with impact/launch locations +- make it search around the unit and teleport to target unit instead of targeting units to teleport to you.
I'd use catalog field value set (or lots of upgrades being changed by tech tree action) to modify whatever part of missile effects you need, then use: Environment: Create Effect At Point (from unit) to launch missile from the unit.
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There's no pleasurable way to do this in data editor. Feedback is in not helpful here, cause damage effect just has a field that does damage equal to % of target's vital, then runs modify unit to clear unit off energy. Sadly, you can't just "run effect x times based on caster's vital".
One painful way to do this, is using Persistent effect to drain 1 energy and apply 1 trash behavior, and at 0 energy run another persistent that restores 1 and creates unit for every 2 stacks of behavior on the unit. (somehow attached, thos it still creates +- 1)
IMO trigger editor is much easier to do this kind of stuff, if you dont have 200 units using that ability it shouldn't be too intensive.
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Yes, because when compiler goes "down" the code, he sees (in 1st record) that you're referring to second, which was not defined yet, so it doesn't know what it is (hence the syntax error).
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Yes, if I didnt say it clearly enough, "starcraft cuts image into 4 even columns and 8 even rows" (i.e. 256[width] x 512[height] image would be cut into 64 x 64 rectangles). And the size itself isn't restricted in any way, but the size of borders in game will be relative to the size of the image.
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Easiest way to go with this would be creating a global variable of type integer, that increases by 1 every time you kill a marine, and when it reaches five, it adds 1 gas and goes back to 0.
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It's hard to read trigger the way you pasted it, and i don't get this part. Looks like your unit is in a unit group, so maybe unit created in this trigger is not put in that group, so triggers fail to run?
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You can't have 2 events in one trigger, they fire off from any of them, but you should know that already.
What you need is 2 triggers - one fires off from pressing shift, and sets global variable (boolean) to true (releasing - false). Then trigger with mouse movement effect need condition / if checking if that variable is currently set to true.
0
You can replace marine's weapon effect to effect (set) that will do damage and issue order to use stimpack. But you need lots of validators for the issue order effect.
I did more detailed post but post failed and cba rewriting, attached map so take a look if You want
0
I'm not sure if unchecking Neutral from search filters would do the trick, (aura is on neutral player, and 'normal' players are neutral towards him, but resources which belong to same neutral are regarded player units). You'd need to toy around with search area and apply behavior (if that's what you're using). If you want to exclude player 0, you need to create and add validator to one of those, that validates if player controller != neutral.
0
I've made sth like that in 2-3 hours, still lots of polishing to do, but adding individual upgrades is easy. All you need is ID of research ability, and ID of upgrade within it (like ForgeResearch, 1 = weapons +1) and it'll read tooltip and costs thru catalog function. Attaching unfinished demo map, i won't have time to complete it till next weekend.
edit: http://www.sc2mapster.com/assets/upgrade-dialog/
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How about creating a dummy behavior, that will have an actor adding the bomb overhead? have you tried that?
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Mothership has mass recall ability - just tweak around with impact/launch locations +- make it search around the unit and teleport to target unit instead of targeting units to teleport to you.
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I'd use catalog field value set (or lots of upgrades being changed by tech tree action) to modify whatever part of missile effects you need, then use: Environment: Create Effect At Point (from unit) to launch missile from the unit.
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Double check if you input cooldown in correct fields.
Cost - Cost - Charge - Count (Max) (3)
Cost - Cost - Charge - Count (Start) (3)
Cost - Cost - Charge - Count (Use) (1)
Those are the values to set 3 charges and 1 per use.
Cost - Cost - Charge - Time Start (0.0000)
Cost - Cost - Charge - Time Use (0.0000)
Those are values which define how long it takes to RECHARGE one charge.
Cost - Cost - Cooldown - Time Start (0.0000)
Cost - Cost - Cooldown - Time Use (10.0000)
Those are values that control ability cooldown.