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    posted a message on Confused with Effect chain: Search Area -> Issue Order to source targetting result -> Queue move order back to original location

    Hmmm... so I guess the way I'd do that would be to put a new Create Persistant effect in the Effect - Initial field of Issue Order effect? That seems like it would work, I'll give it a shot. Thanks for the suggestion!

    Posted in: Data
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    posted a message on Kill Reward Invalid for Transformers (Vikings, Tanks)

    I know this is more of a trigger question, but have you considered using the Combat: Kill Resource field in the unit's Data representation? Morphing units like the Siege Tank and Viking consider their alternate forms distinctly different units, so if you just give each form the same Kill Resource reward I'd think it'd achieve the same effect.

    As far as the error you're getting, I suggest you try adding a condition (Killing Unit != No Unit). If the condition fails, the trigger won't run; this is what you want, right? If you're killing the unit with some other effect that should still yield a resource reward, though, then it'll be a bit more work I think.

    Posted in: Data
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    posted a message on Confused with Effect chain: Search Area -> Issue Order to source targetting result -> Queue move order back to original location

    I thought I had this figured out, but I'm once again stuck!

    I have a unit that refuels other units. It has a periodic Search Area effect to find targets in a small radius. When it finds a target, it moves towards it and starts to refuel it using a targeted ability with a Create Persistant effect. The Search Area effect is validated by a Has No Orders validator, so the unit will only search again when it's finished refueling its target, or when the target moves away (I'd like to get the target to stop moving and attacking while it's recieving fuel, but that is a problem for another day)

    What I'd like to happen is for the unit to move back when it's done refueling, or when the target cancels the ability by moving. I thought I could do this by having an Issue Order in the Effect that targetted the Source unit's location in the Effect - Final field of the Create Persistant effect, but it doesn't appear to be working. What am I doing wrong?

    Posted in: Data
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    posted a message on [Solved] Validating if a unit is inside Playable Map Area

    That's a good idea. Thanks!

    Posted in: Data
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    posted a message on [Solved] Validating if a unit is inside Playable Map Area

    This one is a quickie, I think!

    How does one validate if a unit is within the current Playable Map Area? I have a couple of regions on my map I use as different "maps" within the map (kind of like Hero Attack), and some effects I use have search area functions that return results outside the region currently being played. I'd like to be able to validate these results so that I can guarantee the ones found are within the Playable Map Area. Is this possible?

    Posted in: Data
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    posted a message on [Solved] Changing a Transport ability so it can load structures

    Alrighty, it's working now. I removed the footprint and gave it a movement speed of 0.01, and made it automatically hold position as soon as it is unloaded.

    One issue persists in the turret's collision radius apparently being nonexistent so that other units can walk straight through it, but it's not that big a deal in the grand scheme of things and for now I'll call this one solved. Thanks for the help!

    Posted in: Data
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    posted a message on [Solved] Changing a Transport ability so it can load structures

    Huh... is there some flag you folks are using to turn it into a "morph" type building, or is it automatically considered as such when you give it movement speed and remove the footprint?

    Posted in: Data
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    posted a message on [Solved] Changing a Transport ability so it can load structures

    @BorgDragon: Go

    I tried removing the footprint of the unit already, didn't have much success. I don't know how to change it to a mobile mode, but I'll take a look; however I'm pretty sure the uprooted Crawlers are considered units. Still, I'll look at that and perhaps a few Terran structures that can Lift Off.

    Posted in: Data
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    posted a message on [Solved] Changing a Transport ability so it can load structures

    I hope this is my last question for a while! Sometimes it feels like you're making my map for me, sc2mapster; it's so easy to become overly reliant on the help forums here and not try things myself when I get stuck, although I do make an occasionally successful effort to try everything I can on my own before posting here. Nonetheless, I am forever in your debt for all the help you folks have provided.

    I have a load ability that's pretty standard in all respects: it loads, it unloads, the whole shebang! The problem is, I want the unit that uses this ability to also be able to pick up a structure similar to an Auto-Turret. To the best of my ability, I've tried changing the structure's flags and attributes so it appears to be a unit in the data editor, but that doesn't appear to be working. I've also modified the ability's Target Filters to allow structures (it's using Required: Visible; Excluded: Neutral, Enemy, Buried, Dead, Hidden), but I'm not having any luck with that either.

    Is there a way to fix this, or should I just remake the structure from scratch as a unit and set its movement speed to 0?

    Posted in: Data
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    posted a message on [Solved] [Ability] Channeled ability that grants buffs (Like Medivac's Heal but with stackable buffs)

    Thanks to your help, I got it working!

    I used an Effect - Target ability. Under the ability's Effect: Effect field, I made a Create Persistant effect.

    For the Create Persistant Effect: Flags field, I checked the flags Channelled, Channelling, and Persist Until Destroyed. I gave it a periodic duration of 0.1 and a periodic effect that granted the fuel buffs which validated itself based on when the buff can or can't be given (at max capacity, for example). The Effect: Periodic Validator field has a validator that continuously checks if the Create Persistant Effect should be destroyed (the caster stopped channelling; the unit no longer needs fuel or is hidden), and the Effect: Validators field has validators that check that the target is appropriate (the unit needs fuel; the unit isn't already recieving fuel from another unit; the unit isn't hidden).

    I hope this helps anyone who is working on something similar! If you want to be able to add multiple types of buffs with the ability, change the effect in the periodic effect field to a Set effect that combines each buff-granting effect.

    Posted in: Data
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    posted a message on [Solved] [Ability] Channeled ability that grants buffs (Like Medivac's Heal but with stackable buffs)

    Large numbers of units aren't really a problem, or at least haven't appeared to be in my testing. The highest number of stacks of the buff a unit gets is 100, although there are similar buffs for Ammunition and some other things which can also reach similar numbers. There are rarely more than 30-odd units on the map though and I haven't seen much lag when there are, but I'll keep your post in mind if issues do start to appear, so thanks!

    Using combined fuel stack buffs is a very good idea, too, and wouldn't be too difficult. Thanks for that as well!

    I'm working on the Create Persistant effect right now. There are two validator fields (Effect: Periodic Validator and Effect: Validator); what are the differences between them? I figure one validates the caster of the effect and the other validates the existence of the effect itself, but I'm not sure.

    Also, is there a way to set period count to an infinite value so that the Effect persists until removed by a validator? It won't let me set it to -1!

    Posted in: Data
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    posted a message on [Solved] [Ability] Channeled ability that grants buffs (Like Medivac's Heal but with stackable buffs)

    I'm trying to make a channeled ability that grants its target "fuel" buff stacks.

    For context, in the map I'm working on, "fuel" is consumed at the rate of roughly 1 per second while a unit is moving, and when it is depleted the unit is no longer able to move. There is another type of unit on the map that will have this ability, and will serve as a "resupply" unit which seeks out units that have low fuel or other supplies and replenishes them.

    I don't think I can directly modify the Medivac's Heal ability, as that uses a Create Healer effect which only restores life/energy/shields. So, perhaps I could make a periodic effect that grants the fuel buff and is validated in such a way to prove the caster of the effect is still channeling it. Is this practical? Is there a better way to go about it?

    Sorry about posting these abstract questions, but they really do help me understand how things work with the editor.

    Posted in: Data
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    posted a message on Ordering a unit to pick a random location in a ring around a target and move to it, return to it after wandering away

    I'm having trouble doing this, so I'm just going to shelve it for a while and work on other things. I'll post in the topic again if I have any luck in the future.

    Thanks for the help!

    Posted in: Data
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    posted a message on Ordering a unit to pick a random location in a ring around a target and move to it, return to it after wandering away

    The effect I'm trying to make here is the logical conclusion to ones discussed in couple of other topics I posted a while back, where I asked how to make a unit seek out and move to the nearest structure of a nearest type, and how to validate an effect so it gives its owner orders only when said owner doesn't have orders.

    In my map, the structures in question have a unique pathing footprint that allows land units to move "inside" of certain parts of them. The problem is that when multiple units move to these structures, they end up clumping together inside and it becomes difficult for other units to enter. As the structure repairs units inside of it, it becomes very difficult for the other team to break into it.

    So, as a solution, I'd like to create an effect that issues orders to move to a random point in a ring outside of the structure, and then Stop at that point. I think the desired behavior can be done using the same sort of effect as I have now, which searches for nearby structures and orders the unit to move to the nearest one only when the unit doesn't have orders; the main difference would be that rather than moving directly to the point of the structure, it would consistently pick the same "random" point (random in the sense that different units would pick a different point) outside the structure and move to that instead.

    Here's a picture that illustrates the problem: Example

    One thing that must remain consistent is the unit constantly searching for the nearest structure, even once it's arrived at its destination. Units already do this right now as the Search Area effect I use is called by a behavior with a periodic effect that is enabled through validation only when the unit doesn't have orders, which it shouldn't once it's reached its destination; the problem is the tendency to "lump" up targetting the same point.

    I'm thinking one way to do this is to have another Search Area effect on units found by the first Search Area effect. This new Search Area would be sourced on the found unit and would have a large radius under the Search: Areas field, and then a smaller radius under the Search: Exclude field. However, I don't know how to guarantee that the same point would be selected every time.

    Does anyone have any suggestions on how to go about doing this, or any better ideas on how to structure it? I have a hunch how I could do it in triggers but I am very much trying to avoid using them for this particular mechanic.

    Posted in: Data
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    posted a message on (Solved) Preventing units without attack command from moving when they recieve damage

    That solved the problem. Thanks a ton!

    Posted in: Data
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