I've come across a problem, with this and other chain lightning tutorials wich uses the buff behavior for searching.
If the damage is high enough to kill the target instantly, the chain doesent hit more than 3 targets or maybe even less. Guessing that the target dies before the buff can actually do the search. Dunno how to fix this tho.
I've come across a problem, with this and other chain lightning tutorials wich uses the buff behavior for searching.
If the damage is high enough to kill the target instantly, the chain doesent hit more than 3 targets or maybe even less. Guessing that the target dies before the buff can actually do the search. Dunno how to fix this tho. Anyone got any idea?
Ok, i've ruled out it beeing the target dying, since i've tested with enough dmg to kill all targets it hits.
Also, it only happens occationally, seems to have something to do with the target units facing, like sometimes when the targets start running back this happens more frequently. Also it seems to happen more often when there's a bigger distance between targets. I've been trying different settings in the effect target fields, and that seems to be where the problem lies.
I've made a chain beam, much like one of the tutorials on the forum.
Problem is that sometimes the chains seems to jump back to the stalker wich is shooting this chain beam.
It doesent damage him, but sometimes when the thing is supposed to hit 5 targets it hits like 2. I've been messing about and cant seem to figure out what is wrong, anyone that can give me some insight? The stalker should be excluded from the target filters. Also it seems to be a data editor effect issue, not actor, cuz this shit happens more and less when i mess about there.
The chain is supposed to go something like this:
stalker shoots -> first set -> damage, first search -> second set -> damage, second search -> third set ect...
Nifty, I thought you had to make a craploads of requirements to make it work. Like one for every level of statpoint/ability.
Did not know the requirements could work like that, allways wanted to have a compare requirement. But diddnt know it was possible.
I actually came across that, but I was not able to figure out completely how it works so I can modify it for my map.
Could you give a quick description of how its linked together and how it works?
Ok, so this is my first tutorial. I must appoligize in advance for any typos and shitty wording.
This tutorial will teach you how to give your hero statpoints when leveling up, similar to Diablo and Diablo 2.
I have seen some other tutorials about this before that requires triggers and such, this tutorial on the other hand,
will only focus on data editing. It should be quite simple to do, I will describe it as detailed as I can so anyone
who has the galaxy editor should be able to do it, it will require a bit of editing, but not nearly as much as the trigger
versions. It should require a veterancy behavior, an ability for the attributes increase, 1 buff for each level you want to recharge,
1 effect per level to remove the buff, and effect to recharge the charges and one requirement per level you want to do this, and ofcourse
one button per attibute.
So you basically dont have to edit that much to do it.
Rundown for people with intermediate+ skills
Basically this is how it works:
You have an ability that applies buff behaviors to the unit, increasing the attribute points.
This ability has a set number of charges wich will be recharged upon leveling.
The recharge is done thru a modify unit effect, wich adds charges to the ability.
To do this, you have one behavior per level of the veterancy, this has one periodic effect that removes the
behavior, and one final effect wich is the modify unit effect.
The behavior has a requirement of a certain level, making it only active and able to remove itself when the requirement is met (example lvl 2)
So you have a buff running that removes itself and recharges the ability once its requirement is met.
Settings/hints if you are new to the editor and tutorials:
Once you have opened the editor, create a new map (of use the on you are working on if you want to add the attribute increase there).
In the data editor you have a button that says SC and has an arrow beneath it (in green). Below this button there are 6 brownish buttons.
Make sure the five left ones are clicked, this way you get the same view as me and its easier to find what I am talking about.
Also, to make it easier to find your edited effects/behaviors and whatnot, I usually type AA as the editor prefix. This way the itemis much easier to find on drop down menus, its allways almost at top then.
So now I go on to describe this method in a detailed fashion. I will describe everything short of opening the editor itself.
If the tutorial seems large, its because I have tried to detail it so that anyone can follow it. If you have intermediate skills in the editor you can probably skip 50% or more of it.
Formatting
Brown: These are the various steps that will be taken.
Orange: This is wich tab the action takes place in (effects/behaviors ect.).
Bold: This represents the value you need to change.
Italic: This is an explanation of what has been done.
Also: special thanx to <Agouti> from sc2mapster irc channel, for helping me make this readable.
21. Make the effect that recharges Attribute increasing ability.
22. Add Final effect to StatpointsLevel1.
23. Modify your Hero (add behaviors, abilities and buttons).
Behaviors:
1. Add herolevels Veterancy
Add a new behavior:
Name: Herolevels
ID: press suggest button, just do this for everything you add.
Type: Veterancy
Behavior - Veterancy levels +: Double click and add value, in minimum experience put 20.
Add 3 more levels but increase minimum experience for each one. Something like 20 additional per level. Press ok.
Explanation: This is the levels of the veterancy, this is the levels your hero can reach. If you just have one your hero can only reach one.
Thus you need to add one per level you want. Minimum experience is the the amount of experience the hero needs for the level, this is
not a total, so if you have 20 for each level, he will need 20 experience per level. This behavior allows a unit to increase in levels when attached
to the unit. Thus he can level up and become more powerful. You can add a lot of modifications to the units here, same as with the attributes below,
but these modifications will automatically be applied once the unit reaches the level. Also, you need to select the values added (the levels), and
then change modification for each level. If you only modify one level, only that level will actually modify the unit. The multiplicative modifications
are addative, thus if you increase health by 5% each level, with a base health of 100 for the unit, it will add 5 health each level.
2. Add Strength Attribute
Add a new behavior:
Name: Strength
Type:Attribute
Behavior - Modification +: Double click and press on the combat tab. Under damage dealt fraction, set Ranged, Melee and Splash to 0.05.
Press ok.
Explanation: Behavior modification is the changes the behavior does to the unit its on. What we have done here is make the behavior add 0.05
to the Ranged, Melee and Splash multiplier, increasing it to 1.05. (when it says fraction its usually what you add to the multiplier, this starts out as
0, while when it says multiplier its the multiplier itself and starts at 1, so if value is default at 0, its what you add to a 1.00 multiplier)
This is similar to the veterancy modifcation, and you can change the modifications to whatever you want.
3. Add Agility Attribute
Add a new behavior:
Name: Agility
Type: Attribute
Behavior - Modification +: Double click, and select combat, change attack speed multiplier from 1 to 1.05. Then select movement, and change movement speed multiplier to 1.05. Press ok.
Explanation: Same as above, but we changed attack speed and movementspeed. (here we are changing the multipliers themselves, and not setting a value to add to the multipliers)
4. Add Stamina Attribute
Add a new behavior:
Name: Stamina
Type: Attribute
Behavior - Modification +: Double click, and select unit, scroll down to max vital bonus and change life from 0 to 30. Press ok.
Explanation: Here we are not changing fraction, but instead adding 30 max life.
5. Add Statpoint replenishing buff
Add a new behavior:
Name: StatpointsLevel1
Type: Buff
Stats - Period: Double click and change to 0.5. Press ok. We will come back to this later.
Explanation: This is a buff wich we have set to periodic since we set the period to 0.5. This means the buff will stay on the target
and execute the period effect every 0.5 seconds.
6. Duplicate the 2 Previous behaviors
Duplicate the previous behavior 2 times, and call them StatpointsLevel2 and StatpointsLevel3, you need one per veterancy level.
7. Add Strength Buff (that increases attribute)
Add a new behavior:
Name: StrBuff
Type: Buff
Behavior - Modification+: Double click and select behaviors tab. In field Attribute Changes, right click and add value. Now select the
attribute Strength you made earlier, and set points to 1. Press ok.
Stats - Maximum Stack count: Double click and set to 255.
Explanation: This is a buff that increases the selected attribute of the target. This stacks the amount of times that you set the maximum stack count to.
I set it to 255 because the attributes are typically set to a cap of 255. If you want more statpoints than 255, you need to increase cap of the attribute, and change the buff max stack count.
8. Duplicate the previous behavior x2
Duplicate the previous behaviors 2 times, call them AgiBuff and StaBuff. In AgiBuff you need to change the attribute to Agility, and for StaBuff
you change it to Stamina. Else it will add the strength attribute. (just go behavior - modfication -> behavior and change them on each of the buffs)
Dont duplicate anything attached to it, just behavior itself.
Explanation: Here we duplicated the buff so we have buffs that increase the agility and stamina attributes too.
Add a new effect:
Name: RemoveLevel1
Type: Remove Behavior
Behavior - Behaviors: Double click and select StatpointsLevel1. (do not modify behavior classes, it must be the behaviorclassunknown, else it will remove all buffs of selected type)
Explanation: We have created an effect that removes the buff statpointslevel1.
10. Duplicate previous effect x2
Duplicate the previous effect 2 times, and call them RemoveLevel2 and RemoveLevel3. Once duplicated, change the Behavior - Behaviors:
StatpointLevel1 to StatpointLevel2 for RemoveLevel2 and StatpointLevel3 for RemoveLevel3. (dont duplicate any of the behaviors or other stuff attached to it)
Explanation: Basically just making 2 more of the previous effects.
Behaviors:
11. Modify StatpointsLevel 1 buff
Go back to the StatpointsLevel1 Buff you made earlier.
Effect - Effect Periodic: Double click this and select the RemoveLevel1 effect you made. Do the same for Level2 and Level3, but add the same level
of effect as the buff is. (StatpointsLevel1 - RemoveLevel1, StatpointsLevel2 - RemoveLevel2 ect.)
Buttons:
12. Make Strength Button
Add a new button:
Name: Strength
Tooltip: Double click and write: Increases Strength by 1. Strength increases Melee, Ranged and Splash damage by 5% per point.
press ok.
Icon: double click and press browse and select an icon u find appropriate. Press ok. (I use the Assets\Textures\btn-research-zerg-cellularreactor.dds)
Explanation: Just making buttons.
13. Make Agility Button
Add a new button:
Name: Agility
Tooltip: Double click and write: Increases Agility by 1. Agility increases movement and attack speed by 5% per point.
press ok.
Icon: double click and press browse and select another icon. Press ok.
14. Make Stamina Button
Add a new button:
Name: Stamina
Tooltip: Double click and write: Increases Stamina by 1. Stamina increases health by 30 per point.
press ok.
Icon: Double clikc and press browse and select an appropriate icon. Press ok.
Requirements:
15. Make Level 1 requirement
Add a new requirement:
Name: Level1
Requirement+: Double click, right click Use and select add requirement node.
Type: select Greater than or equal to.
Right click the requirement node and add another requirement node.
Type: Count Behavior
Alias: HeroLevels
State: Completed at unit
Right click the Equals requirement node again and add another node.
Type: Constant
Value: 1
press ok.
Explanation: We make requirements that need the behavior Herolevels to be completed. This is to make sure the periodic behaviors dont go off
unless you actually leveled.
16. Duplicate previous requirement x2
Now duplicate the requirement 2 times, calling them level2 and level3. Now in Requirements+, only change constant to the level of the requirement.
(level 1 -> constant 1, level2 -> constant 2 ect)
Behaviors:
17. Add requirements to StatpointsLevel1
Go back to behaviors tab and select StatpointsLevel1 behavior.
Behavior - Requirements: Double clikc and select Level1. Press ok.
Do the same for the two others (Statpointslevel2 -> Level2, StatpointsLevel3 -> Level3)
Explanation: We are adding requirements for the periodic behaviors, making sure their periodic effects dont go off before the character has
reached the desired level.
Effects:
18. Add buff that increases strength
Go to effects tab and add a new effect.
Name: AddStr
Type: Apply Behavior
Behavior - Behavior: Double click and select StrBuff and press ok.
Unit - Unit+: Double click and change Target to Caster and press ok.
Explanation: We just made the effects that applies the buff to the unit, this will be used by our ability.
19. Duplicate previous effect x2
Now duplicate the previous effect twice and call them AddAgi, and AddSta. Change the behavior-behavior of AddAgi to AgiBuff,
and AddSta to StaBuff. (only duplicate effect itself, dont duplicate the behaviors or other stuff)
Abilities:
20. Make the ability that increases attributes
Add a new ability:
Name: AttributeIncrease
Type: Specialize
Ability - Ability info+: double click and double click the first row (specialize 01)
Button: select the Strength Button.
Scroll down to
Info - Charge - Count (Max): set to 100. (this is the max charges the ability can have, its nice to set it to a high value, this way a player
can save his attribute points, and they wont be lost if he levels a few times without spending)
Info - Charge - Count (Start): set to 5. (this is how many charges the ability stats with)
Info - Charge - Counte (Use): set to 1. (this is how many charges the ability uses per click)
Info - Charge - Link: Press add and write: Statpoints
press ok
(this link is just a name that got charges associated with it, this must be the same name for all the abilities using the same charges)
Info - Charge - Location: Set to Unit
(this makes the charges unique to the unit, thus the charges of the link used on the unit will not affect other units)
Info - Effect: Set this to AddStr (the effect you made earlier)
press ok.
Now you are back at the menu with all the rows.
double click row 2 (specialize 02)
Button: select Agility button.
Set all the Info - Charge options to the same as your previous ability.
Info - Effect: Set to AddAgi
press ok.
Now you are back at the menu with all the rows.
double click row 3 (specialize 03)
Button: select Stamina button.
Set all the Info - Charge options to the same as your previous ability.
Info - Effect: Set to AddSta
press ok.
press ok again
Effects:
21. Make the effect that recharges Attribute increasing ability
Go to effects type and add a new effect.
Name: IncreaseCharges
Type: Modify Unit
Cost - Cost+: double click
Ability: select one of the abilites in the specialization you just made (strength, stamina or agility)
(they should show up as individual abilities in the list, and it does not matter wich you choose, since they all share same
amount of charges, you only have to recharge one to recharge all of them)
Charge: set to 5
scroll down
Usage Charge Count: set to -5
press ok
Explanation: this ability recharges the ability that increases attributes
Behaviors:
22. Add Final effect to StatpointsLevel1
Now go back to behaviors tab and select StatpointsLevel1
Effect - Effect Final: double click and select IncreaseCharges effect you just made. press ok.
Do the same for StatpointsLeve2 and StatpointsLevel3, all 3 should have Effect - Effect Final: IncreaseCharges
Explanation: We are linking the effect that increases charges to the buff that will go off when you level up.
23. Modify your Hero (add behaviors, abilities and buttons)
Go to the units tab and select the unit you want to level up and get statpoints increase.
in the same way add the following behaviors: Strength, Agility, Stamina, StatpointsLevel1, StatpointsLevel2 and StatpointsLevel3.
when all are added, press ok.
Abilities:
Ability - Abilities +: double click and add value and select AttributeIncrease (the specialization ability you created earlier)
press ok
Buttons:
Ability - Command Card +: Double click and find an open slot and click it.
Buttons: right click and add button.
Select strength and press ok.
Command type: Ability Command
Ability: AttributeIncrease
Ability Command: Strength
Now add 2 more buttons like this, Agility and Stamina. Make sure to add the respective ability command to the button.
(Agility button -> ability command: Agility ect.)
After adding all 3 buttons, and setting proper ability commands, press ok.
END
Now you only have to put your unit in the map and some other units he can kill.
And you should be done.
Just level up and see ur statpoints increase.
Note: You have to open triggers and remove "Set default melee options for all players" under melee initialization to actually be able to level up.
Otherwise, the game starts in a draw or loss or something and the veterancy behaviors wont work.
So thats my tutorial, please leave feedback on stuff that doesent work or typos and whatnot.
Summary:
Basic description of how it all works:
The statpoints are stacking buffs that increase the attributes. The ability that increases it, could be either a
ability intant effect or a Specialization ability. This ability just applies a behavior (the buff), each time its clicked, thus increasing
stacks of the buffs. Now to have a "currency" to do this, I use the ability charges, so that each time you apply one buff, the charges
of the ability decreases. The abilites that apply the buff need to use the same charges, so linking these is imperative.
To recharge these charges on these abilites, you create one behavior per level of the veterancy. Basically a periodic buff that goes off
every so often, recharging the charges. To make this only happen once per level and only once you level, you make this effect
the final effect on the buff. To make this go off you attach a periodic effect to your buff removing the buff from the character (this way,
when the periodic effect is applied removing the buff itself, the final effect is triggered, charging the ability to the desired charges again).
Since this will go off every now and then, you make requirements for the buff a level of the veterancy, only enabling it when the character
has reached the desired veterancy level. The effect that recharges the ability is a modify unit effect, almost identical to the Vulture recharge
spider mines ability (basically I just duplicated it and changed the ability it recharges).
Edit:
Instead of applying all the StatpointsLevel1/2/3/4 ect. behaviors to your hero, you can also put a set in the final effect.
The set will need to include an apply behavior (the next StatpointLevel behavior) and the final effect Increase statpoints.
That way you can just add the first, and when its removed, it will add the second wich again will add the third ect.
Edit2:
Changed the requirements from Equal to Greater than or Equal to.
This makes the behaviors go off even if you gain several levels in one kill.
Ok, so i made a chain beam weapon like in the tutorial. Problem is that the beam sometimes bounces back to the shooter.
Why on earth is it bouncing back at the unit?
Its not just visual, cuz a lot of the time instead of hitting 4 targets (can chain 3 times after first hit), it only hits 2 and instead bounces back at the unit. It does no dmg to the unit, but it fucks up the damage a lot.
Basically ruining the whole function of the weapon.
If anyone could help i would greatly appreciate it.
ok, i got it to bombard an area around the target.
but now i got a new problem. It seems it bombards the area where the unit was a sec ago, thereby nuking behind it when its moving.
Anyway i can get the missile hits to actually hit the target and around it? even tho its moving?
sorry, but i kinda need a more basic explanation than that. Btw i want it to be the damage, that the missiles are launched at offsets.
From what i read i have to make 4 different create persistent effects, that in turn link to 4 periodic effects at random?
So:
4 new
Thor - Anti Air (Persistent)
and 4 new
Thor - Anti Air (Launch Missile)
?
(working with the thor - javelin missile weapon)
How do i string this together?
Also should there not be a way of just linking one effect inbetween the persistent effect (channeling - making the missile launch 4 times)
and the actual launch missile? That way every time it runs it launches it at an offset?
Sorry, kinda newb on this data editing. If you could give a more detailed explanation taht would be lovely.
So I was wondering if anyone could make a short tutorial on how to make missiles from a missile attack, hit random spots within a small region around the target.
I'm currently modifying a weapon that launches several missiles, and I have been trying to make this work to no avail.
I have no idea how to do it, I just know I have to do something within actors.
So, I was wondering if you could tell me how to do this?
I have no idea of how you make the missiles hit random spots within a target area. I have been experiementing but I cannot make it work.
Any help would be appreciated. (btw, I'm modding a weapon not an ability)
I am making a map where the players are supposed to defend a base, and I need the attackers to "evolve". I cant just have 2 zerglings spawning every 5 seconds for the duration of the entire map. I have been trying to delay a trigger so that it wont start its periodic spawning until later in the game. But it cant make it work. Does anyone have any idea of how I can do this? The idea is to first have 2 zerglings spawn, then 2 more zerglings spawn and then those 4 zerglings and a hydralisk and so on. So that the attack waves grow, and become harder. I dont want the same mobs spawning all the time with just increased life (handicap).
So, anyone got any hints?
(I've tried making a one-shot trigger start another trigger but it doesent seem to work)
Plox help.
All help will be greatly appreciated :)
Flaffen
(edit: kinda got it working with modifying value (string "zerglings" == "zerglings"+1 kinda thing)
I am making a map where the players are supposed to defend a base, and I need the attackers to "evolve". I cant just have 2 zerglings spawning every 5 seconds for the duration of the entire map. I have been trying to delay a trigger so that it wont start its periodic spawning until later in the game. But it cant make it work. Does anyone have any idea of how I can do this? The idea is to first have 2 zerglings spawn, then 2 more zerglings spawn and then those 4 zerglings and a hydralisk and so on. So that the attack waves grow, and become harder. I dont want the same mobs spawning all the time with just increased life (handicap).
So, anyone got any hints?
(I've tried making a one-shot trigger start another trigger but it doesent seem to work)
Plox help.
All help will be greatly appreciated :)
0
I've come across a problem, with this and other chain lightning tutorials wich uses the buff behavior for searching. If the damage is high enough to kill the target instantly, the chain doesent hit more than 3 targets or maybe even less. Guessing that the target dies before the buff can actually do the search. Dunno how to fix this tho.
0
I've come across a problem, with this and other chain lightning tutorials wich uses the buff behavior for searching. If the damage is high enough to kill the target instantly, the chain doesent hit more than 3 targets or maybe even less. Guessing that the target dies before the buff can actually do the search. Dunno how to fix this tho. Anyone got any idea?
0
Ok, i've ruled out it beeing the target dying, since i've tested with enough dmg to kill all targets it hits. Also, it only happens occationally, seems to have something to do with the target units facing, like sometimes when the targets start running back this happens more frequently. Also it seems to happen more often when there's a bigger distance between targets. I've been trying different settings in the effect target fields, and that seems to be where the problem lies.
0
@Kueken531: Go
if this was the case, wouldent it bounce all the times its supposed to?
0
I've made a chain beam, much like one of the tutorials on the forum. Problem is that sometimes the chains seems to jump back to the stalker wich is shooting this chain beam. It doesent damage him, but sometimes when the thing is supposed to hit 5 targets it hits like 2. I've been messing about and cant seem to figure out what is wrong, anyone that can give me some insight? The stalker should be excluded from the target filters. Also it seems to be a data editor effect issue, not actor, cuz this shit happens more and less when i mess about there.
The chain is supposed to go something like this: stalker shoots -> first set -> damage, first search -> second set -> damage, second search -> third set ect...
Anyone?
0
@DrSuperEvil: Go
Nifty, I thought you had to make a craploads of requirements to make it work. Like one for every level of statpoint/ability. Did not know the requirements could work like that, allways wanted to have a compare requirement. But diddnt know it was possible.
0
@DrSuperEvil: Go
I actually came across that, but I was not able to figure out completely how it works so I can modify it for my map. Could you give a quick description of how its linked together and how it works?
0
Introduction:
Ok, so this is my first tutorial. I must appoligize in advance for any typos and shitty wording. This tutorial will teach you how to give your hero statpoints when leveling up, similar to Diablo and Diablo 2. I have seen some other tutorials about this before that requires triggers and such, this tutorial on the other hand, will only focus on data editing. It should be quite simple to do, I will describe it as detailed as I can so anyone who has the galaxy editor should be able to do it, it will require a bit of editing, but not nearly as much as the trigger versions. It should require a veterancy behavior, an ability for the attributes increase, 1 buff for each level you want to recharge, 1 effect per level to remove the buff, and effect to recharge the charges and one requirement per level you want to do this, and ofcourse one button per attibute. So you basically dont have to edit that much to do it.
Rundown for people with intermediate+ skills
Basically this is how it works:
You have an ability that applies buff behaviors to the unit, increasing the attribute points.
This ability has a set number of charges wich will be recharged upon leveling.
The recharge is done thru a modify unit effect, wich adds charges to the ability.
To do this, you have one behavior per level of the veterancy, this has one periodic effect that removes the behavior, and one final effect wich is the modify unit effect.
The behavior has a requirement of a certain level, making it only active and able to remove itself when the requirement is met (example lvl 2)
So you have a buff running that removes itself and recharges the ability once its requirement is met.
Settings/hints if you are new to the editor and tutorials:
Once you have opened the editor, create a new map (of use the on you are working on if you want to add the attribute increase there).
In the data editor you have a button that says SC and has an arrow beneath it (in green). Below this button there are 6 brownish buttons.
Make sure the five left ones are clicked, this way you get the same view as me and its easier to find what I am talking about.
Also, to make it easier to find your edited effects/behaviors and whatnot, I usually type AA as the editor prefix. This way the itemis much easier to find on drop down menus, its allways almost at top then.
So now I go on to describe this method in a detailed fashion. I will describe everything short of opening the editor itself.
If the tutorial seems large, its because I have tried to detail it so that anyone can follow it. If you have intermediate skills in the editor you can probably skip 50% or more of it.
Formatting
Brown: These are the various steps that will be taken.
Orange: This is wich tab the action takes place in (effects/behaviors ect.).
Bold: This represents the value you need to change.
Italic: This is an explanation of what has been done.
Also: special thanx to <Agouti> from sc2mapster irc channel, for helping me make this readable.
Steps:
Steps Table of contents:
1. Add herolevels Veterancy.
2. Add Strength Attribute.
3. Add Agility Attribute.
4. Add Stamina Attribute.
5. Add Statpoint replenishing buff.
6. Duplicate the 2 Pervious behaviors.
7. Add Strength Buff (that increases attribute).
8. Duplicate the previous behavior x2.
9. Add remove Effect (to remove statpointsreplenish buff).
10. Duplicate previous effect x2.
11. Modify StatpointsLevel 1 buff.
12. Make Strength Button.
13. Make Agility Button.
14. Make Stamina Button.
15. Make Level 1 requirement.
16. Duplicate previous requirement x2.
17. Add requirements to StatpointsLevel1.
18. Add buff that increases strength.
19. Duplicate previous effect x2.
20. Make the ability that increases attributes.
21. Make the effect that recharges Attribute increasing ability.
22. Add Final effect to StatpointsLevel1.
23. Modify your Hero (add behaviors, abilities and buttons).
Behaviors:
1. Add herolevels Veterancy
Add a new behavior: Name: Herolevels ID: press suggest button, just do this for everything you add. Type: Veterancy
Behavior - Veterancy levels +: Double click and add value, in minimum experience put 20. Add 3 more levels but increase minimum experience for each one. Something like 20 additional per level. Press ok.
Explanation: This is the levels of the veterancy, this is the levels your hero can reach. If you just have one your hero can only reach one. Thus you need to add one per level you want. Minimum experience is the the amount of experience the hero needs for the level, this is not a total, so if you have 20 for each level, he will need 20 experience per level. This behavior allows a unit to increase in levels when attached to the unit. Thus he can level up and become more powerful. You can add a lot of modifications to the units here, same as with the attributes below, but these modifications will automatically be applied once the unit reaches the level. Also, you need to select the values added (the levels), and then change modification for each level. If you only modify one level, only that level will actually modify the unit. The multiplicative modifications are addative, thus if you increase health by 5% each level, with a base health of 100 for the unit, it will add 5 health each level.
2. Add Strength Attribute
Add a new behavior: Name: Strength Type:Attribute
Behavior - Modification +: Double click and press on the combat tab. Under damage dealt fraction, set Ranged, Melee and Splash to 0.05. Press ok.
Explanation: Behavior modification is the changes the behavior does to the unit its on. What we have done here is make the behavior add 0.05 to the Ranged, Melee and Splash multiplier, increasing it to 1.05. (when it says fraction its usually what you add to the multiplier, this starts out as 0, while when it says multiplier its the multiplier itself and starts at 1, so if value is default at 0, its what you add to a 1.00 multiplier) This is similar to the veterancy modifcation, and you can change the modifications to whatever you want.
3. Add Agility Attribute
Add a new behavior: Name: Agility Type: Attribute
Behavior - Modification +: Double click, and select combat, change attack speed multiplier from 1 to 1.05. Then select movement, and change movement speed multiplier to 1.05. Press ok.
Explanation: Same as above, but we changed attack speed and movementspeed. (here we are changing the multipliers themselves, and not setting a value to add to the multipliers)
4. Add Stamina Attribute
Add a new behavior: Name: Stamina Type: Attribute
Behavior - Modification +: Double click, and select unit, scroll down to max vital bonus and change life from 0 to 30. Press ok.
Explanation: Here we are not changing fraction, but instead adding 30 max life.
5. Add Statpoint replenishing buff
Add a new behavior: Name: StatpointsLevel1 Type: Buff
Stats - Period: Double click and change to 0.5. Press ok. We will come back to this later.
Explanation: This is a buff wich we have set to periodic since we set the period to 0.5. This means the buff will stay on the target and execute the period effect every 0.5 seconds.
6. Duplicate the 2 Previous behaviors
Duplicate the previous behavior 2 times, and call them StatpointsLevel2 and StatpointsLevel3, you need one per veterancy level.
7. Add Strength Buff (that increases attribute)
Add a new behavior: Name: StrBuff Type: Buff
Behavior - Modification+: Double click and select behaviors tab. In field Attribute Changes, right click and add value. Now select the attribute Strength you made earlier, and set points to 1. Press ok.
Stats - Maximum Stack count: Double click and set to 255.
Explanation: This is a buff that increases the selected attribute of the target. This stacks the amount of times that you set the maximum stack count to. I set it to 255 because the attributes are typically set to a cap of 255. If you want more statpoints than 255, you need to increase cap of the attribute, and change the buff max stack count.
8. Duplicate the previous behavior x2
Duplicate the previous behaviors 2 times, call them AgiBuff and StaBuff. In AgiBuff you need to change the attribute to Agility, and for StaBuff you change it to Stamina. Else it will add the strength attribute. (just go behavior - modfication -> behavior and change them on each of the buffs) Dont duplicate anything attached to it, just behavior itself.
Explanation: Here we duplicated the buff so we have buffs that increase the agility and stamina attributes too.
Effects:
9. Add remove Effect (to remove statpointsreplenish buff)
Add a new effect: Name: RemoveLevel1 Type: Remove Behavior
Behavior - Behaviors: Double click and select StatpointsLevel1. (do not modify behavior classes, it must be the behaviorclassunknown, else it will remove all buffs of selected type)
Explanation: We have created an effect that removes the buff statpointslevel1.
10. Duplicate previous effect x2
Duplicate the previous effect 2 times, and call them RemoveLevel2 and RemoveLevel3. Once duplicated, change the Behavior - Behaviors: StatpointLevel1 to StatpointLevel2 for RemoveLevel2 and StatpointLevel3 for RemoveLevel3. (dont duplicate any of the behaviors or other stuff attached to it) Explanation: Basically just making 2 more of the previous effects.
Behaviors:
11. Modify StatpointsLevel 1 buff
Go back to the StatpointsLevel1 Buff you made earlier. Effect - Effect Periodic: Double click this and select the RemoveLevel1 effect you made. Do the same for Level2 and Level3, but add the same level of effect as the buff is. (StatpointsLevel1 - RemoveLevel1, StatpointsLevel2 - RemoveLevel2 ect.)
Buttons:
12. Make Strength Button
Add a new button: Name: Strength
Tooltip: Double click and write: Increases Strength by 1. Strength increases Melee, Ranged and Splash damage by 5% per point. press ok.
Icon: double click and press browse and select an icon u find appropriate. Press ok. (I use the Assets\Textures\btn-research-zerg-cellularreactor.dds) Explanation: Just making buttons.
13. Make Agility Button
Add a new button: Name: Agility
Tooltip: Double click and write: Increases Agility by 1. Agility increases movement and attack speed by 5% per point. press ok. Icon: double click and press browse and select another icon. Press ok.
14. Make Stamina Button
Add a new button: Name: Stamina
Tooltip: Double click and write: Increases Stamina by 1. Stamina increases health by 30 per point. press ok. Icon: Double clikc and press browse and select an appropriate icon. Press ok.
Requirements:
15. Make Level 1 requirement
Add a new requirement: Name: Level1
Requirement+: Double click, right click Use and select add requirement node.
Type: select Greater than or equal to.
Right click the requirement node and add another requirement node.
Type: Count Behavior
Alias: HeroLevels
State: Completed at unit
Right click the Equals requirement node again and add another node.
Type: Constant
Value: 1
press ok.
Explanation: We make requirements that need the behavior Herolevels to be completed. This is to make sure the periodic behaviors dont go off unless you actually leveled.
16. Duplicate previous requirement x2
Now duplicate the requirement 2 times, calling them level2 and level3. Now in Requirements+, only change constant to the level of the requirement. (level 1 -> constant 1, level2 -> constant 2 ect)
Behaviors:
17. Add requirements to StatpointsLevel1
Go back to behaviors tab and select StatpointsLevel1 behavior. Behavior - Requirements: Double clikc and select Level1. Press ok.
Do the same for the two others (Statpointslevel2 -> Level2, StatpointsLevel3 -> Level3)
Explanation: We are adding requirements for the periodic behaviors, making sure their periodic effects dont go off before the character has reached the desired level.
Effects:
18. Add buff that increases strength
Go to effects tab and add a new effect. Name: AddStr Type: Apply Behavior
Behavior - Behavior: Double click and select StrBuff and press ok.
Unit - Unit+: Double click and change Target to Caster and press ok.
Explanation: We just made the effects that applies the buff to the unit, this will be used by our ability.
19. Duplicate previous effect x2
Now duplicate the previous effect twice and call them AddAgi, and AddSta. Change the behavior-behavior of AddAgi to AgiBuff, and AddSta to StaBuff. (only duplicate effect itself, dont duplicate the behaviors or other stuff)
Abilities:
20. Make the ability that increases attributes
Add a new ability: Name: AttributeIncrease
Type: Specialize
Ability - Ability info+: double click and double click the first row (specialize 01)
Button: select the Strength Button.
Scroll down to Info - Charge - Count (Max): set to 100. (this is the max charges the ability can have, its nice to set it to a high value, this way a player can save his attribute points, and they wont be lost if he levels a few times without spending)
Info - Charge - Count (Start): set to 5. (this is how many charges the ability stats with)
Info - Charge - Counte (Use): set to 1. (this is how many charges the ability uses per click)
Info - Charge - Link: Press add and write: Statpoints
press ok (this link is just a name that got charges associated with it, this must be the same name for all the abilities using the same charges)
Info - Charge - Location: Set to Unit
(this makes the charges unique to the unit, thus the charges of the link used on the unit will not affect other units)
Info - Effect: Set this to AddStr (the effect you made earlier) press ok.
Now you are back at the menu with all the rows.
double click row 2 (specialize 02)
Button: select Agility button.
Set all the Info - Charge options to the same as your previous ability.
Info - Effect: Set to AddAgi press ok.
Now you are back at the menu with all the rows.
double click row 3 (specialize 03)
Button: select Stamina button.
Set all the Info - Charge options to the same as your previous ability. Info - Effect: Set to AddSta
press ok. press ok again
Effects:
21. Make the effect that recharges Attribute increasing ability
Go to effects type and add a new effect. Name: IncreaseCharges Type: Modify Unit
Cost - Cost+: double click Ability: select one of the abilites in the specialization you just made (strength, stamina or agility)
(they should show up as individual abilities in the list, and it does not matter wich you choose, since they all share same amount of charges, you only have to recharge one to recharge all of them)
Charge: set to 5 scroll down
Usage Charge Count: set to -5 press ok
Explanation: this ability recharges the ability that increases attributes
Behaviors:
22. Add Final effect to StatpointsLevel1
Now go back to behaviors tab and select StatpointsLevel1 Effect - Effect Final: double click and select IncreaseCharges effect you just made. press ok.
Do the same for StatpointsLeve2 and StatpointsLevel3, all 3 should have Effect - Effect Final: IncreaseCharges
Explanation: We are linking the effect that increases charges to the buff that will go off when you level up.
23. Modify your Hero (add behaviors, abilities and buttons)
Go to the units tab and select the unit you want to level up and get statpoints increase.
Behaviors:
Behaviors - Behaviors +: double click and add value, select Herolevels.
in the same way add the following behaviors: Strength, Agility, Stamina, StatpointsLevel1, StatpointsLevel2 and StatpointsLevel3. when all are added, press ok.
Abilities:
Ability - Abilities +: double click and add value and select AttributeIncrease (the specialization ability you created earlier) press ok
Buttons:
Ability - Command Card +: Double click and find an open slot and click it.
Buttons: right click and add button. Select strength and press ok.
Command type: Ability Command
Ability: AttributeIncrease
Ability Command: Strength
Now add 2 more buttons like this, Agility and Stamina. Make sure to add the respective ability command to the button. (Agility button -> ability command: Agility ect.) After adding all 3 buttons, and setting proper ability commands, press ok.
END
Now you only have to put your unit in the map and some other units he can kill. And you should be done. Just level up and see ur statpoints increase.
Note: You have to open triggers and remove "Set default melee options for all players" under melee initialization to actually be able to level up. Otherwise, the game starts in a draw or loss or something and the veterancy behaviors wont work.
So thats my tutorial, please leave feedback on stuff that doesent work or typos and whatnot.
Summary:
Basic description of how it all works:
The statpoints are stacking buffs that increase the attributes. The ability that increases it, could be either a ability intant effect or a Specialization ability. This ability just applies a behavior (the buff), each time its clicked, thus increasing stacks of the buffs. Now to have a "currency" to do this, I use the ability charges, so that each time you apply one buff, the charges of the ability decreases. The abilites that apply the buff need to use the same charges, so linking these is imperative. To recharge these charges on these abilites, you create one behavior per level of the veterancy. Basically a periodic buff that goes off every so often, recharging the charges. To make this only happen once per level and only once you level, you make this effect the final effect on the buff. To make this go off you attach a periodic effect to your buff removing the buff from the character (this way, when the periodic effect is applied removing the buff itself, the final effect is triggered, charging the ability to the desired charges again). Since this will go off every now and then, you make requirements for the buff a level of the veterancy, only enabling it when the character has reached the desired veterancy level. The effect that recharges the ability is a modify unit effect, almost identical to the Vulture recharge spider mines ability (basically I just duplicated it and changed the ability it recharges).
Edit: Instead of applying all the StatpointsLevel1/2/3/4 ect. behaviors to your hero, you can also put a set in the final effect. The set will need to include an apply behavior (the next StatpointLevel behavior) and the final effect Increase statpoints. That way you can just add the first, and when its removed, it will add the second wich again will add the third ect.
Edit2: Changed the requirements from Equal to Greater than or Equal to. This makes the behaviors go off even if you gain several levels in one kill.
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Ok, so i made a chain beam weapon like in the tutorial. Problem is that the beam sometimes bounces back to the shooter. Why on earth is it bouncing back at the unit? Its not just visual, cuz a lot of the time instead of hitting 4 targets (can chain 3 times after first hit), it only hits 2 and instead bounces back at the unit. It does no dmg to the unit, but it fucks up the damage a lot. Basically ruining the whole function of the weapon.
If anyone could help i would greatly appreciate it.
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ok, i got it to bombard an area around the target. but now i got a new problem. It seems it bombards the area where the unit was a sec ago, thereby nuking behind it when its moving. Anyway i can get the missile hits to actually hit the target and around it? even tho its moving?
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@DrSuperEvil: Go
sorry, but i kinda need a more basic explanation than that. Btw i want it to be the damage, that the missiles are launched at offsets. From what i read i have to make 4 different create persistent effects, that in turn link to 4 periodic effects at random? So: 4 new Thor - Anti Air (Persistent) and 4 new Thor - Anti Air (Launch Missile) ? (working with the thor - javelin missile weapon)
How do i string this together? Also should there not be a way of just linking one effect inbetween the persistent effect (channeling - making the missile launch 4 times) and the actual launch missile? That way every time it runs it launches it at an offset?
Sorry, kinda newb on this data editing. If you could give a more detailed explanation taht would be lovely.
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So I was wondering if anyone could make a short tutorial on how to make missiles from a missile attack, hit random spots within a small region around the target. I'm currently modifying a weapon that launches several missiles, and I have been trying to make this work to no avail. I have no idea how to do it, I just know I have to do something within actors.
Any help would be greatly appreciated.
(problem solved)
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So, I was wondering if you could tell me how to do this? I have no idea of how you make the missiles hit random spots within a target area. I have been experiementing but I cannot make it work. Any help would be appreciated. (btw, I'm modding a weapon not an ability)
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I am making a map where the players are supposed to defend a base, and I need the attackers to "evolve". I cant just have 2 zerglings spawning every 5 seconds for the duration of the entire map. I have been trying to delay a trigger so that it wont start its periodic spawning until later in the game. But it cant make it work. Does anyone have any idea of how I can do this? The idea is to first have 2 zerglings spawn, then 2 more zerglings spawn and then those 4 zerglings and a hydralisk and so on. So that the attack waves grow, and become harder. I dont want the same mobs spawning all the time with just increased life (handicap).
So, anyone got any hints?
(I've tried making a one-shot trigger start another trigger but it doesent seem to work)
Plox help. All help will be greatly appreciated :)
Flaffen
(edit: kinda got it working with modifying value (string "zerglings" == "zerglings"+1 kinda thing)
0
I am making a map where the players are supposed to defend a base, and I need the attackers to "evolve". I cant just have 2 zerglings spawning every 5 seconds for the duration of the entire map. I have been trying to delay a trigger so that it wont start its periodic spawning until later in the game. But it cant make it work. Does anyone have any idea of how I can do this? The idea is to first have 2 zerglings spawn, then 2 more zerglings spawn and then those 4 zerglings and a hydralisk and so on. So that the attack waves grow, and become harder. I dont want the same mobs spawning all the time with just increased life (handicap).
So, anyone got any hints?
(I've tried making a one-shot trigger start another trigger but it doesent seem to work)
Plox help. All help will be greatly appreciated :)
Flaffen