Set RocksGroup = Destructible Rocks in entire map ...
Pick every player in Active Players and do
- Unit - Remove (Closest unit to (Start location of (Picked player)) from RocksGroup)
Depends on "closest" though to be the rocks you're looking for to remove.
That may well be so. I wouldn't know.
Then again, I'm also using "copy". Perhaps you're not supposed to use both at the same time?
Either way, that's the only change and it now works.
That's OK enough for me.
And the list refers to smilies recognized here.
As, for example, :P isn't showing, while :-) does.
I think I already looked for them while trying to figure out the weirdo markup used here (without much success as you can guess from my posts), but don't remember seeing any.
Yes, that would be just the thing.
Point being that a simple -1 life, on my Zerg units with natural health regeneration, makes for the occasional "jump", whereas a negative regeneration is perfectly smooth.
However, you can't really tell how much life is going to be lost unless every unit regenerates at the same rate...
Yep, been there, done that.
And, actually, I added a bunch of Zerglings for players 2 and 3 and... my plague guy stayed at 0 kills.
Anyway, after an hour of ignoring this @!#?@! editor and plotting some random acts of major terrorism towards Blizzard HQ (should you ever need that kind of plan, let me know. I have about 317 different ones by now), I had, yet again, a look at everything and the kitchen sink, including the cat...
So, I unchecked "preserve" on the transfer.
Which, I might add 1. is the default and 2. no idea why I set it to begin with.
Needless to say, the thing just works now.
Damn it... IT JUST WORKS!!!
That was just wrong from the very beginning.
All that remains is a bit of... well, polishing, finalizing, nicefying (?), ...
As for the actor, I'll see what I can do there.
If it needs 20 validators, so be it.
Though I really should have a look at some of the available models.
I tend to only ever use "crystals" and "razor plague" :-)
Edit:
Hey, an actual smilie showing! Is there a list somewhere?
Yes, well, the kill credit is "solved" with replacing the modify unit with an actual damage effect.
Didn't want to use one originally because some units get experience from being attacked...
But, well, the credit is more important.
As for the spreading to just about everywhere on the map...
Nope, that just doesn't work. At all.
I'm going to just forget the entire thing, and go with only the original target unit may infest nearby friends.
Sounds like a no-brainer.
Even I should be able to get that one going correctly...
Another problem I only noticed after giving myself vision of the entire map, is that once a unit dies... well, somehow they manage to infect units that are, literally, on the other side of the map.
Without ever having had any kind of contact...
No idea what validator, or where to put it, might help there.
Or where that's coming from actually... the search area's area most definitely has a range of 5 + 1 only.
It would also be good if "enemy" were restricted to "same player".
As it is it may spread to a third player if he happens to be an enemy to the original caster.
Ability is still target -> missile -> behavior.
Behavior periodically damages the target (modify unit) and does a search on nearby enemies.
With a chance to apply a "transfer behavior" effect with "copy".
On expiration it also applies an "immunity" buff, as the search effect uses "no marker" and "immunity behavior count" validators.
(No stacking, just 20 1-second periods for damage and searching)
All in all, that works just great.
With the remaining problem though that I do not get any kill credit if the original target or any other unit dies.
Might be because I've yet to manage to keep a caster alive long enough.
Of course, the thing currently spreads like wildfire, but that's a question of "chance" and "duration" :P
I'm just afraid though I may have to drop the entire idea for balance reasons.
Don't know really... I'll see that.
As for the "scale" actor, you mean I have to go with
0 to really small: this scale,
really small to small: that scale,
small to ...
?
While I have learned, with this editor, not to be afraid of work, I like to think there must be a somewhat more "build-in" way of doing that... :(
Disease spell:
Ability: effect target (enemy unit), launch missile, impact applies a buff behavior.
The buff, 20 times, once per second (with a 20+ duration so it stops), applies a simple enough set:
- modify unit, life -1
- search area
The search area is supposed to find nearby friendly units and, by chance (25% currently), apply the original buff behavior to that "friend".
I.e. staying near a diseased unit may get you sick too.
Originally I tried with a "friend" search area, i.e. it looked for player and ally units... and didn't work, even with a 100% chance.
So I thought perhaps the original source values are still applied and went with "look for enemies nearby".
Which worked somewhat better.
But, well, the result is seriously unpredictable.
Some units, especially the original target may never recover. As in, they stay sick until killed.
Others are literally never infected, still others get it several times, ...
In short, "it doesn't work".
So, well, here I am, again, looking for some sick guidance. Any out there?
Ultimately, the spell should have a chance to infect nearby friends, not re-infect, and, preferably, not run forever on one unit.
While we're at it, this is also one of those times where I yet again tried to get "scale to host" to work correctly on the sickness actor.
Trying with a Zergling, a Hydralisk and an Ultralisk for good measure, results are...
- OK for Zergling, OK for Hydralisk, barely visible on Ultralisk
- OK on Hydralisk, acceptable on Ultralisk, way too big on Zergling
- ... (some other weirdo combinations)
You wouldn't happen to know the magical scale setting that works correctly for all three?
MUI - Multi-Unit Instanceable
Can be cast from more than one unit of the same player at the same time
(I.e. any number of simultaneous instances from the same player will still work correctly)
MPI - Multi-Player Instanceable
Can be cast from at most one unit of the same player at the same time
(I.e. a given player can not cast this more than once at once...)
The disable script control, difficulty level and APM actions only need to be set once, not every time you send a wave.
The add 5 / 5 ... action also isn't needed as you are already adding all units of that player.
I'd try with simply removing the target to region action, and only go with the target to enemies one.
An attack wave can't have more than one target anyway AFAIR.
Well, it's actually two lines (same for the first one with the "dsiable script"):
Unit group - Pick each unit in unit group
Unit Group - Pick each unit in (Any units in (Entire map) owned by player Player matching Excluded: Structure, Missile, Uncommandable, Dead, Hidden, with at most Any Amount) and do (Actions)
And
AI - Add unit to attack wave
AI - Add (Picked unit) to the next attack wave for player Player
The first one is a "unit group - pick each ...", and the action inside is "AI - Enable / disable script control for unit".
My map features a (somewhat) decent computer opponent.
Actually, it's up to 6 of them.
The idea being that, on an 8 players, FFA map, there's up to 10 players, with a maximum of 6 computers.
... sounds somewhat weird. Retry: the computers fill up the player slots to up to 10 players total, but never more than 6 of them.
Now, I tried with 300 APM and... well, let's say they played, but it wasn't quite all that yet.
Without changing anything else and just setting it to 3000... now we're talking.
Currently I settled on 5000.
Some campaign maps I had a look at seem to put 300 for "really easy" and 10000 for "brutal".
However, there's only ever 2 or 3 of them, and it's single player.
Anyone with some experience or thoughts about potential lag or other problems with up to 6 computer players running at 5000+ apm?
At map init:
AI - Start campaign AI for player
Pick every pre-placed unit of that player and AI - Disable script control for picked unit
AI advanced - Set APM to ...
Note:
You need to run the "disable script control" action for every unit the computer did not build itself.
For the actual wave, a couple lines should do (to be repeated every... 50 seconds or so):
AI - Set target melee for attack waves to "enemy"
Pick every unit of that player and AI - Add picked unit to the next attack wave
AI - Send wave
While that should be enough to get basic attack waves going, I've no idea though if it helps with "walls"...
However, originally, I had the two "stop" actions in reversed order, so first the TimerKill, then the AnimClear, and, as a result, she looped her "Spell B" animation forever...
After changing the order as above it worked.
My guess is that an AnimClear also, and automatically, fires an AnimDone event?
Could someone with some actual actor knowledge confirm that?
And, if yes, are there more such interactions that could be useful to know?
Of course, I might just be guessing out of the blue. In which case I'd like to know that too.
While it's working as planned, it might just be coincidence :P
0
Should work without regions too.
Place rocks everywhere and try something like:
Set RocksGroup = Destructible Rocks in entire map ...
Pick every player in Active Players and do
- Unit - Remove (Closest unit to (Start location of (Picked player)) from RocksGroup)
Depends on "closest" though to be the rocks you're looking for to remove.
0
You could give an array of type unit-type a chance.
Something like:
Switch(Round)
Case(1):
- Set Spawns[1] = Baneling
- Set Spawns[2] = Zergling
- Set Spawns[3] = Zergling
- Set Spawns[4] = Zergling
- Set Spawns[5] = Zergling
- Set Spawns[6] = Zergling
- Set Spawns[7] = Marine
- Set Spawns[8] = Marine
- Set Spawns[9] = Marine
- Set Spawns[10] = Marine
Case(2):
- Set Spawns...
And create a random unit from there:
Unit - Create 1 Spawns[Random integer between 1 and 10] for ... someone, somewhere
Note though that random has a tendency to actually being random.
0
That may well be so. I wouldn't know.
Then again, I'm also using "copy". Perhaps you're not supposed to use both at the same time?
Either way, that's the only change and it now works.
That's OK enough for me.
And the list refers to smilies recognized here.
As, for example, :P isn't showing, while :-) does.
I think I already looked for them while trying to figure out the weirdo markup used here (without much success as you can guess from my posts), but don't remember seeing any.
0
Yes, that would be just the thing.
Point being that a simple -1 life, on my Zerg units with natural health regeneration, makes for the occasional "jump", whereas a negative regeneration is perfectly smooth.
However, you can't really tell how much life is going to be lost unless every unit regenerates at the same rate...
Yep, been there, done that.
And, actually, I added a bunch of Zerglings for players 2 and 3 and... my plague guy stayed at 0 kills.
Anyway, after an hour of ignoring this @!#?@! editor and plotting some random acts of major terrorism towards Blizzard HQ (should you ever need that kind of plan, let me know. I have about 317 different ones by now), I had, yet again, a look at everything and the kitchen sink, including the cat...
So, I unchecked "preserve" on the transfer.
Which, I might add 1. is the default and 2. no idea why I set it to begin with.
Needless to say, the thing just works now.
Damn it... IT JUST WORKS!!!
That was just wrong from the very beginning.
All that remains is a bit of... well, polishing, finalizing, nicefying (?), ...
As for the actor, I'll see what I can do there.
If it needs 20 validators, so be it.
Though I really should have a look at some of the available models.
I tend to only ever use "crystals" and "razor plague" :-)
Edit:
Hey, an actual smilie showing! Is there a list somewhere?
0
Yes, well, the kill credit is "solved" with replacing the modify unit with an actual damage effect.
Didn't want to use one originally because some units get experience from being attacked...
But, well, the credit is more important.
As for the spreading to just about everywhere on the map...
Nope, that just doesn't work. At all.
I'm going to just forget the entire thing, and go with only the original target unit may infest nearby friends.
Sounds like a no-brainer.
Even I should be able to get that one going correctly...
0
Another problem I only noticed after giving myself vision of the entire map, is that once a unit dies... well, somehow they manage to infect units that are, literally, on the other side of the map.
Without ever having had any kind of contact...
No idea what validator, or where to put it, might help there.
Or where that's coming from actually... the search area's area most definitely has a range of 5 + 1 only.
It would also be good if "enemy" were restricted to "same player".
As it is it may spread to a third player if he happens to be an enemy to the original caster.
0
New day, new luck.
Ability is still target -> missile -> behavior.
Behavior periodically damages the target (modify unit) and does a search on nearby enemies.
With a chance to apply a "transfer behavior" effect with "copy".
On expiration it also applies an "immunity" buff, as the search effect uses "no marker" and "immunity behavior count" validators.
(No stacking, just 20 1-second periods for damage and searching)
All in all, that works just great.
With the remaining problem though that I do not get any kill credit if the original target or any other unit dies.
Might be because I've yet to manage to keep a caster alive long enough.
Of course, the thing currently spreads like wildfire, but that's a question of "chance" and "duration" :P
I'm just afraid though I may have to drop the entire idea for balance reasons.
Don't know really... I'll see that.
As for the "scale" actor, you mean I have to go with
0 to really small: this scale,
really small to small: that scale,
small to ...
?
While I have learned, with this editor, not to be afraid of work, I like to think there must be a somewhat more "build-in" way of doing that... :(
0
Disease spell:
Ability: effect target (enemy unit), launch missile, impact applies a buff behavior.
The buff, 20 times, once per second (with a 20+ duration so it stops), applies a simple enough set:
- modify unit, life -1
- search area
The search area is supposed to find nearby friendly units and, by chance (25% currently), apply the original buff behavior to that "friend".
I.e. staying near a diseased unit may get you sick too.
Originally I tried with a "friend" search area, i.e. it looked for player and ally units... and didn't work, even with a 100% chance.
So I thought perhaps the original source values are still applied and went with "look for enemies nearby".
Which worked somewhat better.
But, well, the result is seriously unpredictable.
Some units, especially the original target may never recover. As in, they stay sick until killed.
Others are literally never infected, still others get it several times, ...
In short, "it doesn't work".
So, well, here I am, again, looking for some sick guidance. Any out there?
Ultimately, the spell should have a chance to infect nearby friends, not re-infect, and, preferably, not run forever on one unit.
While we're at it, this is also one of those times where I yet again tried to get "scale to host" to work correctly on the sickness actor.
Trying with a Zergling, a Hydralisk and an Ultralisk for good measure, results are...
- OK for Zergling, OK for Hydralisk, barely visible on Ultralisk
- OK on Hydralisk, acceptable on Ultralisk, way too big on Zergling
- ... (some other weirdo combinations)
You wouldn't happen to know the magical scale setting that works correctly for all three?
0
Never tried it, but there is a "scorescreen visibility" as possible flag for the trigger action "Player - Turn player flag on / off".
0
MUI - Multi-Unit Instanceable
Can be cast from more than one unit of the same player at the same time
(I.e. any number of simultaneous instances from the same player will still work correctly)
MPI - Multi-Player Instanceable
Can be cast from at most one unit of the same player at the same time
(I.e. a given player can not cast this more than once at once...)
0
The disable script control, difficulty level and APM actions only need to be set once, not every time you send a wave.
The add 5 / 5 ... action also isn't needed as you are already adding all units of that player.
I'd try with simply removing the target to region action, and only go with the target to enemies one.
An attack wave can't have more than one target anyway AFAIR.
0
Well, it's actually two lines (same for the first one with the "dsiable script"):
Unit group - Pick each unit in unit group
Unit Group - Pick each unit in (Any units in (Entire map) owned by player Player matching Excluded: Structure, Missile, Uncommandable, Dead, Hidden, with at most Any Amount) and do (Actions)
And
AI - Add unit to attack wave
AI - Add (Picked unit) to the next attack wave for player Player
The first one is a "unit group - pick each ...", and the action inside is "AI - Enable / disable script control for unit".
0
My map features a (somewhat) decent computer opponent.
Actually, it's up to 6 of them.
The idea being that, on an 8 players, FFA map, there's up to 10 players, with a maximum of 6 computers.
... sounds somewhat weird. Retry: the computers fill up the player slots to up to 10 players total, but never more than 6 of them.
Now, I tried with 300 APM and... well, let's say they played, but it wasn't quite all that yet.
Without changing anything else and just setting it to 3000... now we're talking.
Currently I settled on 5000.
Some campaign maps I had a look at seem to put 300 for "really easy" and 10000 for "brutal".
However, there's only ever 2 or 3 of them, and it's single player.
Anyone with some experience or thoughts about potential lag or other problems with up to 6 computer players running at 5000+ apm?
0
At map init:
AI - Start campaign AI for player
Pick every pre-placed unit of that player and AI - Disable script control for picked unit
AI advanced - Set APM to ...
Note:
You need to run the "disable script control" action for every unit the computer did not build itself.
For the actual wave, a couple lines should do (to be repeated every... 50 seconds or so):
AI - Set target melee for attack waves to "enemy"
Pick every unit of that player and AI - Add picked unit to the next attack wave
AI - Send wave
While that should be enough to get basic attack waves going, I've no idea though if it helps with "walls"...
0
My Queen can build a structure and I wanted her to look busy while the structure is going up.
With some (major) experimentation, I came up with the following actor setup:
Abil.WorkerStart
- AnimPlay BuildStart "Spell A"
Abil.WorkerStart
- TimerSet 0, 2.4 BuildTimer
TimerExpired
- TimerName BuildTimer
- AnimPlay Build "Spell B"
AnimDone
- AnimName Build
- TimerSet 0, 0.5 BuildTimer
Abil.WorkerStop
- AnimClear Build
Abil.WorkerStop
- TimerKill BuildTimer
(And WorkerCancel same as WorkerStop)
Strange as it may seem, it actually works.
However, originally, I had the two "stop" actions in reversed order, so first the TimerKill, then the AnimClear, and, as a result, she looped her "Spell B" animation forever...
After changing the order as above it worked.
My guess is that an AnimClear also, and automatically, fires an AnimDone event?
Could someone with some actual actor knowledge confirm that?
And, if yes, are there more such interactions that could be useful to know?
Of course, I might just be guessing out of the blue. In which case I'd like to know that too.
While it's working as planned, it might just be coincidence :P