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    posted a message on Trying to make a crit with new effect chance feature

    @voodude2008:

    If your still wondering what my trigger setup is, here ya go.  If not, maybe itll help someone else trying to do similar.

    I have a trigger that as shown above that does the random roll.  This is off of an event UNIT STARTS ATTACKING

    My damage and notification trigger is off of UNIT DEALS DAMAGE.

    This gives me 2 triggers that happen, in order, with the unit attack.  I made both triggers have a condition that TRIGGERING UNIT has HEROIC attribute TRUE.  This makes it so only your heroes damage will show.

    Posted in: Data
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    posted a message on Trying to make a crit with new effect chance feature

    Heres a screen of what it looks like

    Posted in: Data
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    posted a message on Trying to make a crit with new effect chance feature

    @voodude2008:

    I dunno, but if you want ill share with you how i did mine.

    Basically I made a behaviour that when applied doubles the damage of the unit buffed.  Then for a trigger that applies it, i have it ran

            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Random real between 0.0 and 100.0) <= 25.0
                Then
                    Unit - Add 1 Critical Strike - Standard to (Triggering unit) from (Triggering unit)

    The buff lasts for .5 seconds, and handles the damage step up.  Then my scrolling combat text has a CRITICAL STRIKE text before the damage if the damaging target has the critical behaviour.

    Hope this helps

    Posted in: Data
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    posted a message on How make a custom carrier without change the original data unit?

    @caligine: Go

    go through a tutorial creating a unit from scratch, and pay specia attention to how the actors are created. Actors are linked to a unit or ability through the events attachd to it. When you alter the base unit, or even rename a unit, it will lose these links, as they will be attached to the previous name of the unit or ability.

    Posted in: Data
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    posted a message on Question about computer AI and the player

    @fr0d0b0ls0n: Go

    You think that will work? Just to clarify what im shooting for. Basically, im looking to make a map, where 2 computer players fight each other as if the player were not there. The player will have no starting position, at least not a standard melee game type. Ideally, they would fight each other back and forth while the player, controlling a few hero units, can interact with the fight as they see fit (causing the comp to attack them when in range of these units). If not acted apon, they should fight each other until one or the other wins.

    Strange request i know, thanks for bearing with me.

    Posted in: Data
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    posted a message on Attaching a model to the end of a marine rifle <<SOLVED>>

    @Yaos01: Go

    Yea, hes right. The regular blue marine doesnt show up well on my party gui, so i opted for the raynor icon, as it showed up better than a blue marine on a blue background. other than that, its a simple assignment of art after the detection of your class occurs to place the icon on your party interface.

    Posted in: Data
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    posted a message on Catching Behavior Periodic Event

    @FuzzYD: Go

    You can. My leveling system uses behaviors that have a 0 duration, and are basically on the unit full time. Didnt like the built in ones. Anywhoose, if you are trying to scale up the size of something through dummy behaviors, heres how you can do it. Have the behavior put on the unit. Once on the unit, a trigger fires, detecting that the behavior was put on the unit. Have the trigger increase the size of the unit, and remove the behaviour. If the behavior is put on again, the same trigger fires, and the unit is increased in size again and the behavior is removed again. Same trigger is used, so same increment occurs. Then a highlight trigger to remove the unit.

    Hope this helps

    Posted in: Triggers
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    posted a message on Help - Lighting

    @nevjmac: Go

    Go to youtube and search onetwosc

    He has an amazing tutorial, called prettying up your map or something like that. Have fun

    Posted in: Terrain
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    posted a message on "Defines default value"?

    @s3rius: Go

    To better describe arrays, if you have an array, lets say its [8][8] imagine a checker board. This right here gives you 64 independant blocks to save data. Now if you have [3][8][8] then you have 3 checkerboards, or 194 seperate blocks to store information.

    Posted in: Triggers
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    posted a message on "Defines default value"?

    @DarkDevourer: Go

    As for the first part, i believe defining the variable allows you to set the variables condition zero state. For example, players life variable. Set it default to 20, and then minus damage done from there. This is kinda roundabout, seeing as you can just add the players starting life.

    as to your second question, i have no idea what your asking.

    Posted in: Triggers
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    posted a message on Question about computer AI and the player

    @coronbale: Go

    bump bumpitty bump bump bump

    Posted in: Data
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    posted a message on Sight Radius max/cap. Can I break it?

    what are you tryign to get from the sight radius? Is it attacking and what not?

    If your looking for the unit to engage an enemy from a long long range, make a region set to the size you want. Then, through triggers, attach the region to the master unit. Make a trigger that causes any enemy that enters the region to be the target of and attack order from the master unit.

    FYI, your probably gonna need to add the unit to a group, and make an if then else statement that says if there is a living unit in the targeting unit group, then to abort the attack commands. Otherwhise your unit is going to go all spastic and always attack the latest enemy to come into range.

    Posted in: Data
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    posted a message on Banks..Again

    @Pshyched: Go

    s3rius is amazing at banks, and was able to dumb that stuff down for me enought to bring a noob to applicable knowledge.

    Posted in: Triggers
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    posted a message on Request help "archon map"

    @nevjmac: Go

    Yea, im winding down a massive project in the next couple weeks here, and was a complete noob when i started. Heres my reccos.

    First off, if you know what your planning to do, make a complete listing of every feature, ability, unit, menu, shop, hero, and anything else your going to have to put in there. Gonna be a big list, but it will help you organize what you need to do.

    Second, start with the triggers. Learning triggers is MUCH easier than learning how to master the data side of your map making. When venturing into map making, i personally loved ONETWOSC's youtube tutorials. Kinda reminds me of that painter guy with the afro. Hell have you making awesome stuff from scratch in minutes.

    TAKE NOTES. As i said, im working down the last sections of my current project, and i have well over 100 pages of notes on turorials, plans, drawings, and all sorts of other stuff related to my map.

    Lastly, you better want this and bad. Getting into this stuff as someting to do on the side is all well and good, but if your planning on making a bad ass map, something thats going to really get big out there, your looking at many MANY hours of work to get this done. I will say however, if you do, its well worth it.

    As you come up with problems, always search SC2 Mapster, OneTwoSCs tutorials, and the tutorials on SC2Mapster BEFORE asking on the forums for help. 90% of the problems i fixed and neeeded help with were solved without a forum post. Trust me, until you get very deep into the editor, your probably asking something 10000 people before you have asked, and a few probably posted.

    Good luck, and keep your cool. Your in for a frustrating, but awesome road

    Posted in: Triggers
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    posted a message on Catching Behavior Periodic Event

    I believe i got ya on this one. I have a UI which uses single buttons to do all sorts of stuff. One of the hurdles i had to overcome was to make it so abilities could be turned on and turned off via a single ability. Rather than make the ability have to change in some way, or get crazy in the data editor (which would have been pretty complex) i actually give the unit a dummy ability along with the regular abilities. Cloak for instance, would be assigned to hotkey 1. When you hit it, it puts a dummy cloak behavior on the unit. A trigger with the event (unit gains behaviour) registers the cast, and then detects the current state of the unit (is cloaked, or isnt cloaked). Whatever the case, it applys the opposite effect. Using this, all of my turn on, turn off abilities can be controlled by a single ability tied to a trigger.

    I would look to a dummy behaviour to trigger the event of a trigger. Then you simulate the ability being cast via a trigger. If this isnt what your asking, let me know.

    Posted in: Triggers
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