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    posted a message on Stasis Mine

    ^_^

    This isn't necessarily directed at you, Dr Cowenstien.

    I've almost got an upgrade working. I'm going to write out how it works, maybe a pro can spot the error (I looked for tutorials for this, but the only upgrade tutorial I found was for stuff like armor and weapons). Here's the problem. The research is at the Warren, cost and time are correct, but the swarmer can use it without researching, aaand the research still appears at the warren after having been researched.

    Effect (Apply Behavior): Adrenalin Rush Apply Behavior Behavior: Adrenalin Rush

    Behavior (Buff): Adrenalin Rush

    • Behavior Alignment: Positive
    • Behavior Modification State Flags: Suppress Fidgeting Enabled
    • Combat Modification Attack Speed Multiplier: 1.4
    • Movement Modification Movement Speed Multiplier: 1.2
    • Stats Duration: 20
    • Life Armor Multiplier: 0

    This is to increase combat abilities at the cost of reducing all armor effects, even researched upgrades. Is this behavior correctly configured?

    Abilities (Effect - Instant): Adrenalin Rush

    • Ability Alignment: Positive
    • Ability Commands Default Button: Adrenalin Rush
    • Ability Commands Requirements: Learn Adrenalin Rush
    • Effect Effect: Adrenalin Rush Apply

    Requirement (ability): Learn Adrenalin Rush Requirement Node Link "Show> AND > Unit Allowed Swarmer > NOT > Type:Count Upgrade - Alias:Evolve Adrenalin Rush Sate:Queued Or Better

    Upgrade (Spell Research): Evolve Adrenalin Rush

    • Upgrade Affected Unit Array: Swarmer, Swarmer (burrowed)
    • Upgrade Score Amount: 200
    • Upgrade Score Result: Build Order

    Ability (Research): Swarm Warren Reseach

    • Research 03 Button: Adrenalin Rush Info: Technology Resource Cost: Minerals 150 Gas 150 Info: Time 140 Info: Upgrade: Evolve Adrenalin Rush

    Unit (Structure): Swarm Warren It's in the abilities list and set on the command card.

    Unit (Unit): Swarmer It's in the abilities list and set on the command card, like so:

    • Command Type: Abilities
    • Requirements: Learn Adrenalin Rush
    • Ability: Adrenalin Rush
    • Ability Command: Adrenalin Rush

    Anyone Spot the hole? In addition, I want it to tint the unit red for the duration.

    Posted in: Data
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    posted a message on Stasis Mine
    • Clicks last button on filter row* *Pop!* "Woah... Look a all the pretty entry field..."

    Adjustments made. I also added a third behavior with a duration of 60s and an expire effect of Timed Life Fate.

    Awesome! I can think I can handle it from here. DrSuperEvilCow, +2 internets to you, sir.

    Posted in: Data
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    posted a message on Stasis Mine
    Quote from DrSuperEvil: Go

    Thought you only wanted it to consume energy when activated and you do not want it to actually slow the units time? Seems I will need to give you a more detailed explanation.

    You are correct. It does not "detonate" as bOne suggested, but only appears and expends energy when activated. When activated it slows enemy movement speed and drains energy from all casters. While active it burns energy. If a unit moves out of the radius, it deactivates and no longer burns energy, forcing the enemy player to exhaust it or wait for the 60 second dispersal.

    Testing may alter it to be like he describes, where it doesn't turn off. Except it will still need energy, so EMP can counter it.

    Allright! I've managed everything you've said there except 1: I cannot find Behavior - Modification - State Flags

    Do I give all behaviors to the spell unit?

    Thanks for the excellent explanation!

    Posted in: Data
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    posted a message on Stasis Mine
    Quote from DeProgrammer: Go

    When I saw the title "Stasis Mine", I really thought you wanted an actual stasis landmine like I made in my map... :)

    It's closer to "time bomb", except it doesn't effect attack speed. I haven't come up with a serviceable alternative, because it's not actually effecting time ^_^. Slow Vortex, Crawler Vortex, Force Mine? Kinetic Sink? Ha ha ha.

    Thanks a lot for the help, guys. Let me repeat it back to you and see if I have it.

    Create an aura (I've found an aura tutorial) that reduces enemy speed within the search effect area to .2 or .1 (for 20-10% speed). Put in an effect (type Instant Cast? Suicide?) as the final effect (what designates it as the final effect?). Create a (de)buff that suppresses the aura (what entry field do I use to set it to suppress?). Set the "cloaking' flag on this buff as well. Add a validator asking if there are 0 enemies in the search effect. If there is more than 0, this second debuff is removede. Create a second validator (type "compare vital) that checks if the energy is 0. When it is zero, something (it?) is removed?

    Aside from the questions above: What removes energy from the energy pool when applying the first area debuff?

    Posted in: Data
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    posted a message on Stasis Mine

    Hey, I have to give a shout out to the pros here, you guys have helped me off and on, and I'll tell you what, it's really been a gift. I've been able to get a lot better with the Data editor.

    Anyway, now I'm trying to do a spell that's a little advanced for me. First, it functions like PDD by having a limited life and a separate energy pool. But I think copying from the PDD would be more cleanup than a boon. So, duration is 60s, energy pool is 200. It's cast from the sentry. I think I can handle all that.

    Here's the harder part. It needs to reduce enemy movement speed by 90% for non-massive, non-flying units in its radius. It also need to drain caster energy over time to those (enemy or self) in the radius. And it needs to be invisible until activated. When it is activated, and thus visible, slowing, and draining, it loses its own energy (and dies when that energy reaches 0).

    That's the part I don't know what to do. Something about a search radius, but I don't know how to tie it all together. So, any clues what I need to begin?

    Posted in: Data
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    posted a message on Ability Research Tutorial?

    @Selfcreation: Go

    Thank you.

    Posted in: Data
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    posted a message on Ability Research Tutorial?

    I've searched for about 30 minutes and cannot find a tutorial explaining what I need. It's pretty simple: how do I create a research ability identical to how researching psi storm works (except for a custom spell)?

    Posted in: Data
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    posted a message on Blink Zealots

    Thanks a ton guys. I've decided I need a way for users to toggle off casting (autocast disabled, manual cast disabled) so the Zs don't go charging into the wrong battle. Thoughts?

    Posted in: Data
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    posted a message on Blink Zealots

    I don't play Marine Area, actually. If they match what I described, I guess so.

    Posted in: Data
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    posted a message on Blink Zealots

    I'm trying to make Zealots with a Blink/Charge hybrid. I want the zealots to auto-blink to their target; but, in the same way we can't activate charge, I want the player to be unable to manually activate it.

    So, this is how I'd do it. Tell me if I've got it right/

    1 inspect the charge behavior. I've learned that it is a simple speed buff. 2 inspect the blink ability. (Side note, why is the range (500)?) 3 figure out how to make blank auto acquire a target space near an enemy unit.

    Having problems with step three. Is that the right approach? if it is, can someone link me to articles that might help me?

    Posted in: Data
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    posted a message on Basic Trigger Check

    Yeah. They're supposed to order the dropship from point A, and then wait, and then to point B, and then wait, and then back again, simulating a freight haul. If the structures at point B are destroyed, then there is no freight to haul, and the dropship should return to the flying biodome.

    Collection 2 is the one I'd prefer to use, to be honest. Much cleaner, IMO.

    Posted in: Triggers
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    posted a message on Basic Trigger Check

    Hi. I'm dabbling into triggers now to work on my map. I've got one goal that I can't quite seem to get fully implemented. If you've had some experience with triggers and want to check this ornery one out for me, show me where I'm going wrong, it would be appreciated.

    It's a simple move command set qualified by some if else then-if statements. I've tried three different approaches, and only one half works, when all three should work.

    All three are in the triggers for this map.

    Here's the file Link Removed: http://www.mediafire.com/?qblq5i4ek7r33j3

    Posted in: Triggers
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    posted a message on Disable Smart Pathing?

    Noob here, just an idea. Could you make strips down one (or both) sides of a path wherein any unit is transported back to their player's assigned point of defense? It could go down the middle, too.

    Of course, this doesn't let you make mazes with units, so if that's what you're going for (which is way fun) this isn't really a solution.

    Posted in: Triggers
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    posted a message on Stop Unit Lighting

    You could try to use tinting to counteract the effect. I might turn out well, but the odds are stacked against it.

    Posted in: Terrain
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    posted a message on Did I do it right

    Thanks, I will have fun!

    I did make that. And the pretty spiffy terrain. Although, I'm kind of new to all of it (had some experience in the SC1 editor, so yeah, pretty much new). Let's just hope I can learn swiftly!

    Posted in: Triggers
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