I recommend you do it in XML, that stuff takes forever in the graphical interface. Get a list of weapons and damage effects by "copy as text", then somehow build the XML as desired. Scripting works, or just do a search/place over the line breaks and inserting all the proper stuff.
:) Okay, I'll be thinking out loud here, throwing random ideas!
The work of an antivirus is to eliminate viruses while trying to avoid dealing damage to the whole system. So players may have to work to prevent harm being done to the system.
The antivirus programs may have some heavy weaponry in their arsenal, it doesn't mean it can easily be employed in all cases. Even if a virus is located, heavy attacks doing splash damage could cause serious harm to the system and other measures should them be employed, perhaps trying to isolate the virus or make it flee to an area more open to attacks.
Some viruses could disguise themselves, hide amongst the system files. Some viruses will fight back. Other viruses could replicate. Others could react badly when attacked, going on a rampage and dealing serious damage to the system (something the players want to avoid!).
So each level could be a computer system with X life, where viruses must be eliminated while dealing as little damage as possible to the system. The idea is to end with a functional computer, not destroy it entirely along with the viruses.
Random ideas, but there might be something good in there!
So to eradicate viruses, you just... shoot bullets at them?
I was thinking it would be a little fancier, something more strategical and innovative, somehow a physical interpretation of the work of a computer program trying to kill off other programs. Given the concepts, I'm sure something unique and interesting could be done for the gameplay.
Mixing up 3 totally different universes like that sounds a little strange... Also, I don't think Blizzard approves of importing models from different games, and you would need a ton of them.
What about attaching a Site Operation, type Forward vector, actor to your unit's main actor host site operations? Set the forward vector to 0,1,0 instead of 0,-1,0 ; unit should be looking backward.
2) Easy, make a "Create Healer" effect with a Time Factor of 0 instead of 1. Repair rate would be Recharge Vital Rate / Drain Vital Cost Factor ( if Drain Vital Cost Factor is 0, then plain Vital Rate ).
Your texture declarations in the model object are incorrect. Check the mule's texture names in the previewer, and use the appropriate prefix and expression. Quick guess, from what you just said, expression might be "_emissive" and prefix "MULE_".
A "weapon" couldn't really do that, but you can get to the same result with an ability "Effect- Target".
Have the ability create an effect of type Create Persistent, set the flags Channeled and Persist until destroyed. Set the period to whatever you want to call another effect at regular intervals. That other effect could be a Damage on target point with search area(s) to damage all units near the target point. You'll have to tie new actor events to the effects, if you want to play the animations and so on.
Actually... I just realized this won't make the tank's turret rotate. Through effects, you wouldo have to order the tank to fire at some dummy invisible unit created for the purpose of dealing splash damage (no footprint, etc.).
Get the count of behaviors of the target unit by UnitBehaviorCount(). You can get the name of each behavior in sequence by UnitBehaviorGet(TargetUnit,BehaviorIndex) up to the total count. You can transfer the behavior by UnitBehaviorTransfer() from source unit to target unit.
Though you may want to start from the last behavior and count down to zero, or indexes will be messed up. Or just transfer the first behavior of the list up to the total count.
Launch MPQ Editor, open backup, extract Base.SC2Data/GameData/EffectData.xml from backup, open new file, put EffectData.xml at the right path in new file, close.
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Open the map with a MPQ editor, see what's in there. Salvage everything you can, replace what's missing or broken with the backup.
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You have 200 unit types, really?
I recommend you do it in XML, that stuff takes forever in the graphical interface. Get a list of weapons and damage effects by "copy as text", then somehow build the XML as desired. Scripting works, or just do a search/place over the line breaks and inserting all the proper stuff.
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:) Okay, I'll be thinking out loud here, throwing random ideas!
The work of an antivirus is to eliminate viruses while trying to avoid dealing damage to the whole system. So players may have to work to prevent harm being done to the system.
The antivirus programs may have some heavy weaponry in their arsenal, it doesn't mean it can easily be employed in all cases. Even if a virus is located, heavy attacks doing splash damage could cause serious harm to the system and other measures should them be employed, perhaps trying to isolate the virus or make it flee to an area more open to attacks.
Some viruses could disguise themselves, hide amongst the system files. Some viruses will fight back. Other viruses could replicate. Others could react badly when attacked, going on a rampage and dealing serious damage to the system (something the players want to avoid!).
So each level could be a computer system with X life, where viruses must be eliminated while dealing as little damage as possible to the system. The idea is to end with a functional computer, not destroy it entirely along with the viruses.
Random ideas, but there might be something good in there!
0
So to eradicate viruses, you just... shoot bullets at them?
I was thinking it would be a little fancier, something more strategical and innovative, somehow a physical interpretation of the work of a computer program trying to kill off other programs. Given the concepts, I'm sure something unique and interesting could be done for the gameplay.
0
Mixing up 3 totally different universes like that sounds a little strange... Also, I don't think Blizzard approves of importing models from different games, and you would need a ton of them.
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To offer suggestions, I think we would really need a lot more information about what the gameplay should look like...
The concept is potentially good but it's not clear what you have in mind.
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What about attaching a Site Operation, type Forward vector, actor to your unit's main actor host site operations? Set the forward vector to 0,1,0 instead of 0,-1,0 ; unit should be looking backward.
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In theory... Edit your light and set Saturation to -1.0
Should work in theory but I haven't tried it. It might perhaps work only with high graphical settings.
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2) Easy, make a "Create Healer" effect with a Time Factor of 0 instead of 1. Repair rate would be Recharge Vital Rate / Drain Vital Cost Factor ( if Drain Vital Cost Factor is 0, then plain Vital Rate ).
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Your texture declarations in the model object are incorrect. Check the mule's texture names in the previewer, and use the appropriate prefix and expression. Quick guess, from what you just said, expression might be "_emissive" and prefix "MULE_".
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Welcome! And most important of all, have fun!
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A "weapon" couldn't really do that, but you can get to the same result with an ability "Effect- Target".
Have the ability create an effect of type Create Persistent, set the flags Channeled and Persist until destroyed. Set the period to whatever you want to call another effect at regular intervals. That other effect could be a Damage on target point with search area(s) to damage all units near the target point. You'll have to tie new actor events to the effects, if you want to play the animations and so on.
Actually... I just realized this won't make the tank's turret rotate. Through effects, you wouldo have to order the tank to fire at some dummy invisible unit created for the purpose of dealing splash damage (no footprint, etc.).
0
Get the count of behaviors of the target unit by UnitBehaviorCount(). You can get the name of each behavior in sequence by UnitBehaviorGet(TargetUnit,BehaviorIndex) up to the total count. You can transfer the behavior by UnitBehaviorTransfer() from source unit to target unit.
Though you may want to start from the last behavior and count down to zero, or indexes will be messed up. Or just transfer the first behavior of the list up to the total count.
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Sure that's easy.
Launch MPQ Editor, open backup, extract Base.SC2Data/GameData/EffectData.xml from backup, open new file, put EffectData.xml at the right path in new file, close.
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Ouch... If EffectData.xml is just gone, it will be hard to recover the data.
Do you have any more backup at all? Maybe you published a testing version of the map on bnet? We can recover the data from there if you did.
Make regular backups!