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    posted a message on Dynamic target sorting?

    So what I would like to do is have several enemies chasing around several heroes. Right now, I issue an order to the enemies to attack all heroes in this area, and what happens is they each pick some hero to chase, and they do so for a little while and eventually give up.

    Is there any way to make these enemies attempt to attack only the closest hero to them? i.e. If hero A is initially the closest to them, they go after A but then A runs away and now hero B is the closest target, so they switch and focus B.

    This can be done I think by sending them an order every second or something but I was wondering if there is a more elegant (data) solution?

    Posted in: Data
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    posted a message on Hi, I'm Kaine

    @kainestolkyn: Go

    Hey Kaine, I was a big fan of your autumn cross td back in the wc3 days, glad to see you will be joining us on the sc2 editor.

    Anyways, yes, the galaxy editor is a bit more complex than the world editor but ultimately gives you much more freedom and power. To begin learning about it I just watched a lot of Onetwo's tutorials (thanks onetwo!) and basically just trial and error on my own. Good luck!

    Edit: if you run into a problem, chances are someone else on the internet has had the same problem and posted about it. Google is your friend!

    Posted in: General Chat
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    posted a message on Unit Created Trigger

    @Darchon82: Go

    Are you sure the trigger never fires off? Or does it just not work? Because one thing is that the "pathing cost test" is done by a unit with 0 radius, i.e. if there's even the smallest gap, it will make it through even though visually it may look blocked. To fix this you will want to make sure your footprints and unit radii are all in order.

    If these units aren't even getting passed into the trigger, then the problem may be trickier. Try making sure those units have the Build In Progress ability and Under Construction behavior?

    Posted in: Triggers
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    posted a message on Exceedingly Simple Mechanic - Quick question

    @ceefa: Go

    Well, this would be rediculuously easy if you just wanted to increase its damage/health/shields by a flat amount each kill. But since you want %s, thats a whole different ball game, primarily because behaviors stack multiplicatively not additively. The trigger you mentioned would be simple:

    Event: Unit Property Changes: Kills change. Action: Add 1 Behavior to Triggering Unit

    Where Behavior is a stackable Buff Type behavior that would increase damage/health/shields. The problem I mentioned now becomes apparent; if you want it to be % based and you want it to stack additively, i.e. 1 stack is 1%, 2 stacks is 2% etc you will have to make a behavior for every % and have the trigger remove the previous behavior and add the next one. Otherwise, if you want it to just increase by a flat amount, say, 1 damage, 10 hp and 10 shields then the trigger I mentioned above will work just fine.

    EDIT: Also, this should be in the trigger forum not here.

    Posted in: Map Suggestions/Requests
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    posted a message on Create Hero Icon to Select During Game
    Quote from DrSuperEvil: Go

    Tried enabling the Hero flag under the Units data type?

    Yep. You need to do this and set the 'hero icon' field if its not already set.

    Posted in: Data
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    posted a message on (Solved) Unit Status Bar Size Question

    @Kafoso: Go

    I don't think you make them "smaller." You can make them less wide or change their offsets or turn them off completely, but as for a full downscale I don't think that's possible.

    Posted in: Data
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    posted a message on Behaviors+Upgrades

    Yeah, the behaviors stacking multiplicative instead of additive is a nuisance. If you really need them to do it additive you just have to make a new behavior for each "stack" of the buff.

    Posted in: Data
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    posted a message on Which actor...?

    @Klishu: Go

    I don't think the transparent extractor (and most other transparent buildings in fact) are actors already. They might be models (try searching placement). If they are models, you will have to make your own actor and set that actors model to the placement model.

    Posted in: Data
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    posted a message on [Solved] Disease not spreading

    You definitely want your search to be searching for enemies; even though the search occurs on the target unit and "feels" like its being cast by the target unit, it is actually still being cast by the original unit. So you want the search to find other enemies relative to that original casting unit.

    Also, some of your enemies are staying sick forever because the search is just finding them and reapplying it to them. To solve this, you want the exclude in your search to be set to Target Unit. Furthermore, if you don't want to reapply the disease to those who are already diseased, you want to create a validator that verifies that the search candidates don't already have this buff.

    Posted in: Data
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    posted a message on Data editor refreshes with every keystroke

    @adovid: Go

    Yeah, they've really got to stop with these real time searches. Its supposed to save you time and a mouse click but it really only makes it take longer.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on The quality of this website
    Quote from Eiviyn: Go

    Is this a joke

    I clicked this thread thinking it was going to be some troll but this guy seems pretty genuine. Welcome, OP

    Posted in: General Chat
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    posted a message on (Solved) Teleporting a target unit to a target point ?

    Does it have to be that way? Or can you just give all the units a long range blink?

    Posted in: Data
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    posted a message on (Solved) Giving a unit PDD's attack as an ability
    Quote from DrSuperEvil: Go

    Sounds like you are getting it to target the caster unit and it is nullifying itself.

    @peranzormal: Go why not just get the behaviours to give both weapons in the first place and the one behavior disables the other while the default weapon giving behaviour is on the unit at all times.

    Aye. I tend to make things more complicated than they need to be :)

    Posted in: Data
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    posted a message on (Solved) Giving a unit PDD's attack as an ability

    @kiyoka: Go

    I think you'll want to make the unit originally have two weapons, one for normal attack and one for targetting missiles. Then, have your ability apply a behavior and have the behavior enable the weapon that targets missiles and disables the normal attack. You'd have to have another behavior of course, after that one is over, that changes them back.

    Posted in: Data
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    posted a message on How do I get a Roach to attack with two weapons at once?

    @SheogorathSC: Go

    Yeah for a unit to use two weapons at once you'll want to have both of them have the 'Linked Cooldown' flags off, as well as setting the backswing of both of the weapons to 0. I think that's it but there's nothing I told you that couldn't have been googled in about 2 seconds -_-

    Posted in: Data
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