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    posted a message on Chinese SC2 Website Better?

    From what I've heard, Chinese SC2 has a monthly fee business model, maybe they just have more money to spend on this.

    Posted in: General Chat
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    posted a message on Check the level of a Hero

    Unit Property -> Experience

    Posted in: Triggers
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    posted a message on Dark Templars cloaked when warped in?

    Units warping in use an Ability called Warpable, which seems to apply a behavior called Protoss - Warping In. You can probably check for either of those (or just edit the Warping In behavior to suppress cloaking).

    Posted in: Data
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    posted a message on Cooldown Reduction (Easiest Way)
    Quote from Deadzergling: Go

    You say you don't think so, then post an example doing exactly what was being said in the last 2 posts? Go home Kueken, you are drunk.

    That was a response to your statement about the possible free casts.

    Posted in: Triggers
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    posted a message on Dark Templars cloaked when warped in?
    Quote from Kabelkorven: Go

    They are not in SC2.

    I am pretty sure they are cloaked on warping in in multiplayer matches as well.

    Posted in: Data
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    posted a message on Make a unit drain energy every attack and convert it into life?
    Quote from Mugen245: Go

    Effects+

    Leech Effect.

    Then Mana Drain.

    I mean Energy Field.

    I assume, you are referring to the Leech Fraction field? I am pretty sure, this restores caster's energy based on damage dealt, and does not burn energy based on damage dealt. So unfortunately, this won't help here.

    Quote from Kabelkorven: Go

    Would it be easier to just have a flat value?

    For example the unit ALWAYS drain 15 energy and gain 15 life?

    The life gain should only happen if it attacks a unit with energy. (No matter if it has 0 energy or 100 energy.)

    What would be the smoothest way of making this?

    A flat value would be easy to do in data. Just execute Modify Unit effects on the caster and the target alongside your damage effect. Add a validator checking, if the target unit has max energy > 0

    Posted in: Data
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    posted a message on Cooldown Reduction (Easiest Way)
    Quote from Deadzergling: Go

    ...,but you'd have to disable that ability somehow while you were doing this, otherwise if it was an instant no target type ability, it would be possible to get a free cast(s) during the trigger delay if you mashed the key real hard or had a macro setup to turbo press it for you. Be unlimited free casts possibly then....

    I don't believe so, because before the trigger executes, the ability is on cooldown because of its own cooldown. Then the trigger kicks in, resets the cooldown and instantly adds the new cooldown. There is no way a player-executed command could interfere.

    @OP: You can easily make a generalized function, that works for any spell. You can get the triggering ability command, get the ability ID from there, use catalogs to read out the cooldown link and cooldown amount and calculate stuff with it.

    It could probably look somewhat like this. Tested and seems to work correctly. However, this would trigger for a ton of abilities, you probably want to implement a whitelist of abilities (or units), rather than excluding everything you don't want to trigger it.

    Posted in: Triggers
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    posted a message on Texture for Terrazine Shrine?

    You can selectively swap single textures in data to see, which texture is used in which location by utilizing Texture Select By ID. Also, for models which support team color, you could use team color to selectively tint specific areas (), but that requires editing of the textures beforehand anyway, and for doodad models like the shrine, that would most likely require model editing as well.

    Posted in: Artist Tavern
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    posted a message on Make a unit drain energy every attack and convert it into life?

    In data, this would be hard to impossible. Life steal based on dealt damage is supported in the damage effect, but draining energy based on damage is not, and many dynamic interactions like these are impossible to realize in data. So unless someone finds some fancy workaround, I would suggest using triggers for this, which should be pretty easy.

    Posted in: Data
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    posted a message on Models with Team Color

    I actually don't know much about modelling, it just looked to me like various Protoss or Zerg models, which glow in team colors when the emissive texture is not fully or mostly transparent. If changing the emissive blend type didn't change anything, its probably a different issue.

    Posted in: Artist Tavern
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    posted a message on Models with Team Color

    That looks like you are using the Team Color Emissive Add blend type for the textures. Either change that or try to convert black to transparency for the emissive texture.

    Posted in: Artist Tavern
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    posted a message on Full health on level up

    If the veterancy behavior does not support an effect, which is executed on lvlup, I would probably use a trigger.

    Posted in: Data
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    posted a message on Creating a Persistent Effect from an Effect
    Quote from Mugen245: Go

    I was trying to dig out on how to detect an Effect through a Behavior or Effects+ like Strygwyrs Bloodthirst.

    Not everyone knows Dota and all the spells of the heroes. And even though I know that particular spell, I still have no idea, what exactly you want to do. Could you describe, what exactly your spell should do?

    For everyone: "Strygwyr's Bloodthirst" refers to a passive ability, which is only active, if there is an enemy hero below a certain HP threshold within an area of the caster. It grants movement speed and an armor bonus while active.

    So based on that, I assume you are trying to create a similar spell, which is only active, if a specific condition is fulfilled?
    If this helps you, I would replicate the "Bloodthirst" ability by adding a permanent behavior to the hero, which uses a Disable Validator of type Enumerate Area. There you can define an area, which will be searched, you can define search filters, so it will only consider enemies and heroic units, and you can check for another validator, which would be a unit property check, if its HP is below the threshold.

    Posted in: Data
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    posted a message on Missile Redirecting Questions

    A Redirect Missile effect should redirect it on the point or unit you specify. It is usually not limited to specific planes. I am not sure, if I understand the problem correctly. When I redirected a missile targeted on a specific unit to another unit, it just changed direction and followed that unit, as expected.

    Eiviyn stated, that this particular video was almost 100% data, the projectiles are units moved via force effects. Collision is probably done via periodic search effects on these units, bounces apply force effects etc.

    Posted in: Data
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    posted a message on Calling Functions using a string of the function's name

    You could use a trigger, like this:

    bool functionX(bool a, bool b) { return false; }
    
    string k = "functionX";
    trigger t = TriggerCreate(k);
    TriggerExecute(t,false,false);
    

    However, trigger function always have to take 2 bool parameters and return bool, so you are kind of limited here or need to use globals to pass other parameters.

    If it is just about storing functions in a variable, you can use funcrefs instead.

    Posted in: Galaxy Scripting
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