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    posted a message on Need help- Unit ability removes unit, spawns new one

    @hobolyra: Go

    Make an ability of type Effect-Target. Create an effect of the type Set, and make this set the effect of the ability. Set the target type as Unit. Then, put 2 effects within the set. One would be a Damage effect. Within the "Flags," check "Kill." The second would be a "Create Unit" effect, and simply put whatever unit you want to create in there, with the target as "Target Unit/Point."

    Posted in: Data
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    posted a message on Ability cast from turret and beam impact site

    I'm trying to make an ability that is basically the hellion flame thrower... on a hellion... except it's an ability rather than a weapon. The effects are basically the same. What I can't figure out is how to make the turret rotate like with a normal attack. Also, the flame beam is randomly going into the ground or slightly left or right or both, and I want it to go strait to the persistent damage effect every time. Thanks.

    Oh... and I also want to make an ability that creates the flame, and rotates the turret during a single burst in a 360 degree angle... like a 360 degree spin to make a circle of fire. That might have to be done with the perdition turret animation missiles, though I believe I would again have the problem of the turret not rotating.

    Posted in: Data
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    posted a message on Connecting validator to ability

    @DeProgrammer: Go

    Coolio, thanks much.

    Posted in: Data
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    posted a message on Connecting validator to ability

    @DeProgrammer: Go

    There is no plain old validators section in the ability tab... All I see is Smart Validators, Auto Cast Validators, and Validate. Do you put it in the effect?

    Posted in: Data
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    posted a message on Connecting validator to ability

    I want to put a validator on an ability that checks if the target is below 100 Life. I'm pretty sure I've gotten the validator right, but when I implant it into "smart validators" in the ability, it's not working for some reason. Is there something special I need to do to connect the two?

    Posted in: Data
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    posted a message on Advanced data Qs for map polish

    @Kueken531: Go

    Thanks guys. Yeah I don't want to make a text actor for every damage effect.

    Another question: I've seen some games where a hero can get an upgrade (a behavior I assume) that increases the damage of a single ability without actually leveling up the ability. Are they doing something to modify the damage amount in the actual damage effect or are they doing this through triggers? I know you can make behaviors that increase/decrease all damage of a type done by a unit, but I'm wondering if there is a way to modify separate abilities with the same modifier, differently and without triggers.

    Posted in: Data
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    posted a message on Morph Health Change

    @gamemore: Go

    You should probably make your own morph ability from scratch. They're pretty simple. Just look at what fields need to be modified for yours.

    Posted in: Data
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    posted a message on effect that recharges an ability?

    A question I can answer! You have to do it with a trigger because I think the data method is bugged or something. You use the "Add charges used" action, but with a negative count, so it adds usable charges. Be sure to put in the ability charge Link.

    Posted in: Data
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    posted a message on Advanced data Qs for map polish

    Another batch of data questions. Thank you to Kueken531 for answering most of my last batch. Tried to keep them short and specific. Thank you for any help. Ordered in most to least important.

    1. Why are my hero bar icons not working half the time? Sometimes they’re all just a block of color. They either all work, or they all don’t. Is this a bug?

    2. I’m trying to make a validators for an ability with a SET of effects, which different validators on each effect that will allow for different target effects like Holy Light and Death Coil in WC3. When I try to make a validator checking if the target is the caster, I made a Unit Comparison validator, with the Unit+ set as the Target, and Other Unit+ set as caster or source, but it isn’t acting any differently when the caster is the target for some reason. This is the first validator I’ve tried. I also want to make a validator that checks if the target’s HP is below 100.

    3. For a Text actor that triggers on a Damage Event, how would I get the amount of damage done as the text that is created? I also need set its color based on the type of damage done (melee/ranged/spell/splash). I currently just have a trigger doing damage text, but triggers may not be as efficient as data.

    4. How would you make a behavior that deals a % damage taken back to units? I’ve asked this before, but didn’t receive a good enough answer through data. I might have a way to finesse a method with a triggers.

    5. I want to attach a model to a unit’s weapon when it gets a buff. If the unit model has two weapon attachments (ie, Left and Right), I want it on both weapons. I made two actors for the buff for each weapon for those units with a right and a left, but when the actor attaches to a unit actor with only 1 weapon attachment, the second actor falls to the feet of the unit. How can I make an actor attach a model to all the weapon attachments on a unit?

    Thanks! I'll try to answer questions of other newbier modders out there :).

    Posted in: Data
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    posted a message on Custom Scripting and leaks

    @FuzzYD: Go

    <<quote>> That can be done without if else loops at all. You just need to create one trigger script that catches when an ability is cast. (With a condition that checks the phase of the cast) There's multiple phases... I can't remember what they are, but there's ability start, channel end etc etc. You need to check the wiki to find out. Assuming each of your 200 abilities are created in data with the ID's A001 to A200, you just need an event to catch the spell that was cast, retrieve it's ability command (and the ability name), then use the ability name to call the trigger script(s) which should be appropriately named A001 to A200.

    This is the function to create a single trigger and destroy it afterwards, credit goes to s3rius. <</quote>>

    Don't know why that quote isn't working.

    So you're saying triggers can be stored in variables as strings, and created in game by plugging in an ability's ID to get the string variable it is stored in? That does sound pretty nifty. But will it increase performance over the other method? For me, though, it would actually take a lot longer to make and organize than just a GUI trigger.

    So far I've basically gotten the impression that Karawasa mentioned. I made a prototype for my map in WC3, and it was a huge pain and custom scripting would have been necessary to complete it, but in Galaxy I haven't run into anything I absolutely need, but can't do with data and GUI, yet.

    Posted in: Triggers
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    posted a message on Custom Scripting and leaks
    Quote from Kueken531: Go

    The dynamic trigger creation/destruction is a big deal as well, this way you can easily create dynamic functions and store them as triggers to save them in variables and run them later on; this is impossible in Gui, where you can only start specific functions. Also you can dynamically create triggers for lists of objects. Imagine triggers reacting on a bunch of abilities: In Gui you either need to create a trigger for every single one of those abilities (a nuisance) or you need to create a trigger reacting to all abilities and exclude other stuff via conditions (a performance killer). In Galaxy, you can loop your list of abilities and easily create 1 trigger per ability, without having to select every single ability manually. You can even set up the IDs of your abilities accordingly ("Abil1" - "Abil17") and loop through them as well, by connecting strings.

    So... dynamic triggering puts together triggers in game?

    You said excluding things via conditions kills performance. I have a trigger with Event player presses a button (an command card button) NoGameLink. I'll then have a fairly big If Then Else-If list to go through a bunch of "Button Pressed" conditions, that will eventually check up to 200 buttons, but they'll be grouped together in clusters for buttons that have the same desired Actions. I don't know of a better way to do this. Is there one? Will this be a performance killer? I don't know atm how I would make it more efficient. I assume breaking it up into more than 1 trigger will be less efficient, but I wouldn't know.

    Posted in: Triggers
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    posted a message on Custom Scripting and leaks

    @FuzzYD: Go

    Quote:

    Another advantage of galaxy is you can run triggers on a 1 shot basis. That is, its called and created only when it's needed, then destroyed afterwards. Though I'm not sure how to explain how this is a benefit. I suppose you can say it gives you a higher level of control over how the script is processed. I believe GUI by default creates every single trigger that exists, even if they are never used. If you have a lot of triggers, thats a lot of wasted memory space, and possibly poorer gameplay performance (since the triggers are most likely going to be just sitting in the stack doing nothing)

    How does this calling triggers thing work exactly? I know you can enable/disable triggers. I'm going to need to learn how to organize my triggers better eventually. Right now they're sort of just scattered all over the place. Can you point me to a good advanced trigger tutorial?

    Posted in: Triggers
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    posted a message on Few questions for map polish

    I'm getting real close to being able to publish my map, but it will still be several weeks. For now I have a few questions, ranked in order of importance. Thank you to Kueken531 for answering my last batch.

    1. How can I switch a unit’s command card through triggers? Issuing an order does not seem to work. Is there any way to switch command cards besides having the player press the button or morphing a unit?

    2. How would you make a behavior that deals back a % or flat damage taken to units?

    3. I want to attach a model to a unit’s weapon when it gets a buff. If the model has two weapon attachments, I want it on both weapons. I made two actors for the buff for each weapon for those units with a right and a left, but when the actor attaches to a unit actor with only 1 weapon attachment, the buff goes to the origin right below the unit. How can I do something like “If unit has two weapon attachments create two buff animations,” so it does not look bad?

    4. How do I make a modelanimationstylecontinuous for a buff animation not count towards the unit’s selection area?

    5. I have a unit named “Assassin” and an ability named “Assault.” Are those going to block my map from being uploaded somehow? I don’t know how Blizzard’s language filter works.

    Thanks for any help.

    Posted in: Data
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    posted a message on Custom Scripting and leaks

    @xKenneth: Go

    Well yeah but my question was what are the benefits of custom scripting over GUI?

    Posted in: Triggers
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    posted a message on Custom Scripting and leaks

    I've been using the editor for several months now, and figure I have most of the GUI trigger editor down. I haven't really needed anything that I couldn't do without custom scripts yet, but I remember when toying with the WC3 editor there was tons of stuff. I'm just wondering what kind of stuff in Galaxy would you need custom scripting for? Also, are leaks just not a problem anymore in Galaxy? I remember they were a huge pain in WC3.

    Posted in: Triggers
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