Hi everyone,
I have an ability that allows the unit to cast cloak (invisibility) on a unit. Problem is, I want the cloak to go away when the unit casts an ability (maybe only offensive, if this is easier). I already have it go away when the unit attacks, thanks to other posts I've seen on here, but since the ability is a targeted cloak, the unit that is cloaked can use any number of abilities, do I need to add a validator for each one, or is there an easier way?
I am trying to figure out the most efficient way to do this.
To explain what I mean, I'll start with an aura, made through data:
The unit providing the aura has a behavior which continuously scans for allies, or enemies or whatever, and applies a buff to them, which lasts longer than the scan area period.
What I want is the reverse of this, the army leader, instead of buffing the army units, is buffed for each army unit nearby, and for each buff the individual army unit has. Obviously, I could do the above, but simply give the army units the scan buff, and apply it only to the party leader. However, I am concerned that this may cause an excessive amount of lag if there are 100+ smaller units each with an aura like this.
So I guess, to get to the point, here are my questions:
1. Is the above setup going to cause lag?
1a. If so, can you think of any more efficient way to do this?
EDIT: I also just realized another problem with the above setup. Usually auras don't stack, so having a buff that lasts 0.2 seconds and the scan to apply it every 0.1 seconds was no problem, because it maxed at one stack of the buff. But I want to accurately count the nearby army units, so, for example, if the leader had 50 units nearby he would get the buff exactly 50 times compared to if there were 100 units nearby he would get the buff exactly 100 times. I would like to accomplish both the accuracy of applying the buff based on nearby units, as well as minimize the lag that I assume occurs when a single unit has 100 buffs being applied from 100 separate "reverse" aura buffs.
How do I add these assets to my map? I have downloaded the PTR and have the .SC2Asset and .SC2Data files, but I cannot import them and cannot find an .SC2Mod file to add as a dependency.
Anyone know when will this be in effect? I know last week it was reported that "next week", being this week, they would be updated. But have they been uploaded already, or will it still be a couple more days?
@ImperialGood
Thank you for the input! Could you explain the damage response part? (How to do it)
@gundrust
I couldn't find a "Combat Time" validator. There is a "damage taken time" I'm assuming the time field is the time SINCE taking damage? That would help a lot, thanks!
I am trying to make a buff that I want to disappear out of combat.
What I mean by this is that instead of lasting X seconds I want the buff to last until the unit has been out of combat for X seconds.
I know shields do not regenerate unless a unit has been outside of combat, so I tried looking into that, but I couldn't find shields in the data (since they're more of an inherent vital in the game, rather than an ability). I also found the "Combat Damage Response" field in the behavior, but I don't really understand how I could make it apply (or really how it works).
I am using the animation of the Active Crystals (What Minerals look like when an SCV is mining) to show that my unit is under a certain status effect. But I want to change the blue glow to a different color (I'm using black here for emphasis). In trying to do this I have found "Set Tint Color", which sounded promising. So upon actor creation I have set the tint to black. What I hoped would happen is that the Active Crystals animation would change to black. Instead it just changes the host to black.
See below, the unit on the left is the normal unit, under no effects, and the unit on the right is under the effect. I want to make the blue orb (pointed to) black, and not the unit itself.
What I have tried: I looked through the model of the Active Crystals and couldn't find anything there about color, I looked through both actors and could not find anything to prevent changes to the host.
My thoughts: In the set tint color settings there is a "Target" section which defaults to "::Host", which leads me to believe if I could change this to something that refers to the Active Crystal Actor it may fix the problem. My problem is that there is no drop down with options there, it is simply a text box. I have tried "::Self" and "::Source" and the unit no longer changes colors (yay!) but the blue orb does not appear at all (boo!).
Sorry to bring back this old post, but can someone explain to me how to implement this system? For example, where do I put this code, and how do I have to have the inventory set up for this to work?
I would like to change the hotkeys for my inventory bags.
First let me explain my inventory setup. Each hero has X amount (different depending on hero) of inventory slots. Instead of making one bag with those X slots I made a bag with 1 slot and put X amount of those in an inventory ability, this makes the inventory similar to the Aiur Chef game. Anyways, it has defaulted the hotkeys to the NumPad buttons. This is not very ideal for quick use during fights and such.
As such, I would like to be able to change the hotkeys to ALT + Q, ALT + W, and so on. Unfortunately I don't know how to do this. Don't know how through triggers because
I don't know where these hotkeys are even referenced for inventory bags
It seems through data it only supports 1 key anyways (just Q rather than ALT + Q)
I don't know how to do it through triggers because, while I can call a trigger to execute when a player presses ALT + Q, I don't know how to issue the targeting part of the command. What I mean by this is that I have, for example, an item that has an ability - target unit. I would like when ALT + Q is pressed for it to change the cursor and allow the next click to target a unit. The only thing I can find through triggers is issue order targeting unit, which doesn't help, because pressing ALT + Q doesn't decide a target.
Now that you mention it, it should have been rather obvious... oh well, it should be solved now, I'm just skeptical because at level 28 people were claiming the spell was dealing 100+ additional damage rather than the 28 extra damage from the 1 spell damage per veterancy level.
Hopefully this silly mistake will be a reminder for those in the future encountering similar problems.
Thank you thank you! I can only assume time will tell if this works or not, but my veterancy behavior was indeed adding spell damage. I have set this to 0, hopefully this works.
0
Hi everyone, I have an ability that allows the unit to cast cloak (invisibility) on a unit. Problem is, I want the cloak to go away when the unit casts an ability (maybe only offensive, if this is easier). I already have it go away when the unit attacks, thanks to other posts I've seen on here, but since the ability is a targeted cloak, the unit that is cloaked can use any number of abilities, do I need to add a validator for each one, or is there an easier way?
Thank you in advance!
0
I am trying to figure out the most efficient way to do this.
To explain what I mean, I'll start with an aura, made through data: The unit providing the aura has a behavior which continuously scans for allies, or enemies or whatever, and applies a buff to them, which lasts longer than the scan area period.
What I want is the reverse of this, the army leader, instead of buffing the army units, is buffed for each army unit nearby, and for each buff the individual army unit has. Obviously, I could do the above, but simply give the army units the scan buff, and apply it only to the party leader. However, I am concerned that this may cause an excessive amount of lag if there are 100+ smaller units each with an aura like this.
So I guess, to get to the point, here are my questions: 1. Is the above setup going to cause lag? 1a. If so, can you think of any more efficient way to do this?
EDIT: I also just realized another problem with the above setup. Usually auras don't stack, so having a buff that lasts 0.2 seconds and the scan to apply it every 0.1 seconds was no problem, because it maxed at one stack of the buff. But I want to accurately count the nearby army units, so, for example, if the leader had 50 units nearby he would get the buff exactly 50 times compared to if there were 100 units nearby he would get the buff exactly 100 times. I would like to accomplish both the accuracy of applying the buff based on nearby units, as well as minimize the lag that I assume occurs when a single unit has 100 buffs being applied from 100 separate "reverse" aura buffs.
0
How do I add these assets to my map? I have downloaded the PTR and have the .SC2Asset and .SC2Data files, but I cannot import them and cannot find an .SC2Mod file to add as a dependency.
0
Anyone know when will this be in effect? I know last week it was reported that "next week", being this week, they would be updated. But have they been uploaded already, or will it still be a couple more days?
0
@ImperialGood Thank you for the input! Could you explain the damage response part? (How to do it)
@gundrust I couldn't find a "Combat Time" validator. There is a "damage taken time" I'm assuming the time field is the time SINCE taking damage? That would help a lot, thanks!
0
I am trying to make a buff that I want to disappear out of combat.
What I mean by this is that instead of lasting X seconds I want the buff to last until the unit has been out of combat for X seconds.
I know shields do not regenerate unless a unit has been outside of combat, so I tried looking into that, but I couldn't find shields in the data (since they're more of an inherent vital in the game, rather than an ability). I also found the "Combat Damage Response" field in the behavior, but I don't really understand how I could make it apply (or really how it works).
Can someone help??
0
That worked as I hoped. Thank you!
0
Hey everyone,
I am using the animation of the Active Crystals (What Minerals look like when an SCV is mining) to show that my unit is under a certain status effect. But I want to change the blue glow to a different color (I'm using black here for emphasis). In trying to do this I have found "Set Tint Color", which sounded promising. So upon actor creation I have set the tint to black. What I hoped would happen is that the Active Crystals animation would change to black. Instead it just changes the host to black.
See below, the unit on the left is the normal unit, under no effects, and the unit on the right is under the effect. I want to make the blue orb (pointed to) black, and not the unit itself.
What I have tried: I looked through the model of the Active Crystals and couldn't find anything there about color, I looked through both actors and could not find anything to prevent changes to the host.
My thoughts: In the set tint color settings there is a "Target" section which defaults to "::Host", which leads me to believe if I could change this to something that refers to the Active Crystal Actor it may fix the problem. My problem is that there is no drop down with options there, it is simply a text box. I have tried "::Self" and "::Source" and the unit no longer changes colors (yay!) but the blue orb does not appear at all (boo!).
Any help is appreciated, thanks!
0
Sorry to bring back this old post, but can someone explain to me how to implement this system? For example, where do I put this code, and how do I have to have the inventory set up for this to work?
0
I'm guessing the lack of response means no one knows how to do this / it isn't possible. This makes me sad :(
0
Bump?
0
I would like to change the hotkeys for my inventory bags.
First let me explain my inventory setup. Each hero has X amount (different depending on hero) of inventory slots. Instead of making one bag with those X slots I made a bag with 1 slot and put X amount of those in an inventory ability, this makes the inventory similar to the Aiur Chef game. Anyways, it has defaulted the hotkeys to the NumPad buttons. This is not very ideal for quick use during fights and such.
As such, I would like to be able to change the hotkeys to ALT + Q, ALT + W, and so on. Unfortunately I don't know how to do this. Don't know how through triggers because
I don't know how to do it through triggers because, while I can call a trigger to execute when a player presses ALT + Q, I don't know how to issue the targeting part of the command. What I mean by this is that I have, for example, an item that has an ability - target unit. I would like when ALT + Q is pressed for it to change the cursor and allow the next click to target a unit. The only thing I can find through triggers is issue order targeting unit, which doesn't help, because pressing ALT + Q doesn't decide a target.
Any help is greatly appreciated!
0
Now that you mention it, it should have been rather obvious... oh well, it should be solved now, I'm just skeptical because at level 28 people were claiming the spell was dealing 100+ additional damage rather than the 28 extra damage from the 1 spell damage per veterancy level.
Hopefully this silly mistake will be a reminder for those in the future encountering similar problems.
0
Thank you thank you! I can only assume time will tell if this works or not, but my veterancy behavior was indeed adding spell damage. I have set this to 0, hopefully this works.
0
Bump?