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    posted a message on Effect on unit Kill[Solved]

    I meant an effect for when the unit modified makes a kill, I just ended up going with a triggering solution.
    And I decided to base vespene earned on unit mineral bounty times your upgrade and a constant. Events
    Unit - Any Unit dies
    Local Variables
    Conditions
    (Triggering player) == 7
    Actions
    Player - Modify player (Killing player) Vespene: Add (Integer({((Integer(((Triggering unit) Bounty (Minerals) (Current))))*Vespene Extraction[(Killing player)])/5}))
    Thank you for your help.

    Posted in: Data
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    posted a message on Effect on unit Kill[Solved]

    I actually want a set amount based on how much you upgrade so the unit would give you it, the upgrade increases vespene drop and I also have units give a varying amount of minerals based on their level.

    Well I wouldn't go with that option since it makes the upgrades global for each player killing that ai, I see two options available, a behavior applied with the weapon which gives vespene if the unit with the behavior is killed or a trigger that modifies player property when they kill a unit.

    Trying to decide which one is better but I'm surprised they don't have a effect on kill field for units or behaviors.

    Posted in: Data
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    posted a message on Effect on unit Kill[Solved]

    Hmm, I thought I saw that you could use damage response for either based on location, I guess not. Could you clarify on what you mean by increasing bounty through upgrades?

    I know upgrades are player independent but I do not know a way to increase a ai enemy player's unit kill resource with an upgrade the player bought(without triggers).

    Basically I want the player hero to be able to upgrade how much money he earns from killing units.

    Posted in: Data
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    posted a message on Effect on unit Kill[Solved]

    Been having trouble with getting an effect to occur when my unit kills something.

    I want it so when a player unit kills an enemy they get a bounty reward, I want this upgradable on an individual player basis so I didn't simply use resources on kill for the enemy units as with regular kill rewards.

    So I created a behavior with a damage response for the attacker on fatal damage. These are all the fields I modified.

    Combat: Chance 1
    Combat: Fatal Enabled
    Combat: Handled (Eco) - Bonus Bounty
    Combat: Location Attacker

    And the effect is a modify player effect with target

    (Basic) Effect: Player + (None):Target

    I have tried every variation of location and fatal on/off for the behavior and it still doesn't seem to work, if anyone with more expertise in the editor could help I would be very grateful, I would prefer to fix this in data unless I must do it in triggers.

    Posted in: Data
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    posted a message on Effect-Target Ability does not give targeting options.[Solved]

    Thanks for the help, but I'm afraid that isn't the problem, I tested without those target restrictions and the error persists, I only want the ability to cast on player units which is why I put those. I believe I have found all the flags which could affect it. It isn't letting me target anything at all, acting like an effect-instant, however giving the error that I must target something. Still lost as to what this could be.

    Posted in: Data
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    posted a message on Effect-Target Ability does not give targeting options.[Solved]

    It is a from scratch ability and I see nothing important different between it and another ability say, feedback.

    When I click on the button for it it immediately says "must select target", without any selection period.
    I would like it to have the effect I specified on the targeted friendly unit.

    I am not an expert at the map editor but I have been banging my head on this a while, does anyone see what I'm overlooking here?
    Here are all non-default fields:

    Field (Fuse) - Damage Fusion
    (Basic) Ability: Arc 360
    (Basic) Ability: Commands - (Fusion|(None)):((Disabled|Disabled|Enabled|Disabled)|(Disabled|Disabled|Disabled|Disabled)):(Available|Available):(None|None)
    (Basic) Ability: Execute - Fusion:(Disabled|Disabled|Enabled|Disabled):Available:None
    (Basic) Ability: Default Button Fusion
    Field (Fuse) - Damage Fusion
    (Basic) Ability: Finish Command Fusion
    (Basic) Ability: Ignore Filters Excluded: Ally, Neutral, Enemy
    (Basic) Ability: Name Damage Fusion
    (Basic) Ability: Target Filters + (Excluded: Self, Ally, Neutral, Enemy)
    (Basic) Effect: Effect + ((App) - Damage)
    (Basic) Stats: Flags + Abort On Alliance Change, Allow Movement, Best Unit, Require Target Vision, Wait To Spend, Update Charges On Level Change
    (Basic) Stats: Range - (1)
    (Basic) Stats: Index 0 1
    Ability: Alignment Positive
    Ability: Auto Cast Filters Required: Visible; Excluded: Ally, Neutral, Enemy
    Editor: Editor Categories AbilityorEffectType:Units
    Editor: Editor Prefix (Fuse) -
    Effect: AI Notify Effect (App) - Damage

    Edit:[Solved] Thank you for the recommendation on looking more into the effect, turned out that was what it was, The effect didn't have the right target filters., did not think to look much at the effect before since I thought is was an error with the ability

    Posted in: Data
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    posted a message on Amount of Workers on Field[Solved]

    Is it possible to test the amount of workers mining a field with either a validator or trigger?

    I would like to limit each mineral patch to one worker at all times and can't see any method to accomplish that.

    edit: Thank you for help DrSUperEvil, I will look into your simulation and see how I can use it.

    Posted in: Data
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    posted a message on Validator Energy Regen?

    Thank you, I did not see that. Will help a lot.

    Posted in: Data
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    posted a message on Validator Energy Regen?

    Is there a way to create a validator to check whether a target has any energy regeneration? I have not yet seen whether this is possible. Thank you for your help.

    Posted in: Data
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    posted a message on Possible to change unit stat via triggers?

    Thank you for your advice, I must of misunderstood catalogs as I thought they changed all units of that types stats. I will attempt to do that and if it doesn't work use a behavior as suggested above. I will post again if neither method works. Edit: I ended up creating multiple mineral field behaviors with different values for each, deleting the default and applying a random one of my new behaviors using a trigger.

    Posted in: Triggers
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    posted a message on Possible to change unit stat via triggers?

    I recently started using the SC2 editor and am now getting the hang of it fairly well. I was wondering if it was possible to change a single units stat using triggers while not changing other same type units stats too. Specifically whether I can make a mineral field using triggers and then set the mineral amount(Stats-Amount under Minerals behavior) to a random number and repeat to make multiple random amount mineral fields. If anyone could help with this it would be great, Thank You. Alternatively, in data an event at creation to set it to a random number if able.

    Posted in: Triggers
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