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    posted a message on Create stacking buff aura dependent on specific unit types and count

    It is a rather complex title so I'll try to explain. 

     

    I have about 8 different unit types. When each of these specific unit types come into range of a specific structure type, then the units (or the structure) gain access to an Aura effect which grants nearby friendly structures bonus shield capacity and armor.

     

    I'm having a very hard time figuring out how to do this. Initially, I gave each of the 8 specific unit types their own aura buff which is automatically deactivated, or activated when they come in range of the activating structure (I do this through enumerate validator). 

     

    However, the problem is when you adjust (Max Vitals) as an attribute, it can have the effect of "instantly recharging health or shields". I solved this on another unit that has a similar ability which grows stronger the more units are near it. This was easily solved by using caster history and placing an initial buff on the target which then applied a stack behavior to the caster and finally remove 1 stack on the initial behavior once it is removed, continually replying that initial behavior. This solution worked because the stack behavior does not have a duration so that it doesn't end up doing odd things with max vital. 

     

    I tried to do this in reverse on the targets but this does not work because even if you have seperate source behaviors for each unit type, once you have a single unit type activated, and you want more units to also apply their own stacks, units of the same type wont be able to apply their stacks because initial effect is only applied once from any buff type.

     

    If you have 5 units of Type A, then each of those 5 units need to be applying the bonus aura to nearby structures that provides them with max vital of specific amount (X).

     

    Still trying to think of another way to do this.

     

    Any help is much appreciated.

    Posted in: Data
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    posted a message on Major map issues...

    In reply to clemenzasauce:

    Best way is with triggers. You could store the information using Integer variables. Every time a unit is created, or if you have set units already on the field, simply modify your variable in a global variable. You should use an array so that it corresponds to every player. You could have simple triggers that add or subtract to your global variable which would act as a counter to how many units you have. 

     

    A lot of board games do this sort of thing, such as Axis And Allies. They use red chips to basically act as 5 units, since the board game cannot accommodate dozens of units chips make it an easy way to have more units then they have plastic pieces for.

    Posted in: Data
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    posted a message on Need modeler for hire

    Need to hire modeler to build Eradica Titan from Sins of Solar Empire. This is for the MOD Baseship Commanders which already features many other fun custom models built from other Mapster modelers. This is a paid gig so send me your quotes!

     

    See search link for pictures.

     

    https://www.google.com/search?q=eradica+titan&rlz=1C5CHFA_enUS768US768&sxsrf=ACYBGNTb5O2a-SwL-9T3gcZ6Ko2t_XvAkg:1575435759066&source=lnms&tbm=isch&sa=X&ved=2ahUKEwidiKTGm5vmAhXGJDQIHfz6DC4Q_AUoAXoECAwQAw&cshid=1575435841561499&biw=1372&bih=652

     

    There are no walking or attack animations so to speak so that helps a bit.

     

    Please PM if interested!

    Posted in: Artist Tavern
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    posted a message on Need to hire a modeler for Lego Spaceship Project (Paid Project!)

    We have a successful and fun SC2 Arcade Map and the fans are ranting and raving for the Lego Spaceship hero to be created. This is a paid project and we need a modeler who wants to have some fun in creating the Lego spaceship from the Original Lego Movie to put into our MOBA Map Baseship Commanders!

     

    Here's a link to our discord as well as some live gameplay videos if you want to know more about the project.

     

    https://discord.gg/wU8UhJN

    www.baseshipcommanders.com

     

    We already have a dozen other custom models built from other modelers, including the Shadow Vessel From Babylon 5, Borg Cube from Star Trek, Cylon Basestar from Battlestar Galactica, the Deep Space Nine Station from Star Trek, and many other custom models! Please please we would really love to have a comic relief ship and feel the Lego spaceship would be perfect! 

     

    Send me your quote if interested!

    Posted in: Artist Tavern
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    posted a message on (SOLVED) Problem with Issue Order to Build Structure

    Yes, It was another issue I believe that was preventing the order. 

    Posted in: Data
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    posted a message on (SOLVED) Problem with Issue Order to Build Structure

    Yes, 

     

    I was aware of that issue, so I also tried to get it to do a single order without the periodic but could not get it to work.

     

    I ended up doing a work around using a create unit effect with the periodic and tying those effects to the construction ability cooldowns to simulate construction. Seems like a lot of work but it seems to me that issue order effects with building construction abilities may be bugged in some way. Unless I'm mistaken....

     

    This problem is still a bit unsolved as I need the builder to also automatically look for Vespene Geysers and place a refinery on the located Geyser.

     

    To do the geyser search, I simply run a search area with neutral units required (and some other attributes I put on the geysers) When they become player owned refineries, they become excluded from the search so the build moves on to the next closest geyser. But the issue order effect doesn't work with construction it seems.

     

    EDIT

     

    Somehow this is mysteriously working now.... Even after running my own numbers and double checking things a million times over, I for the life of me cannot figure out why it didn't simply work the first time.

    Posted in: Data
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    posted a message on (SOLVED) Problem with Issue Order to Build Structure

    Basically that. I'm using an effect instant with auto cast on. The basic effect is a periodic effect with a lot of offsets. I've set the offsets basically in a circle up to a radius of about 10 with a few random ones inside. (About 30 total offsets) I'm trying to get my flying builder to automatically construct a building VIA issue order effect.

     

    I cannot get it to work however. Any help would be appreciated.

    My basic setup is as follows:

     

    Ability - Effect Instant

       Effect- Create Persistent

            Location offset start- Caster

            Location- Target Point

            Periodic Offsets- (All 30 of them starting with the inner circle and expanding outward)

            Period Count- 30

            Period duration- 0.25

            Periodic Effects- Issue Order to Build Structure

         

       Effect- Issue Order

            Target Value- Target Point

            Unit Value- Caster

            Ability- Structure building ability

      

           

       

     

    Posted in: Data
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    posted a message on Hide unit from all but the owner

    Have you tried the Filter Players Filter? I have not personally tried it but maybe see if that works. I seem to recall it having a list of all 15 players where you can individually choose from to filter.

    Posted in: Triggers
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    posted a message on Xel'Naga Tower Vision

    DATA SOLUTION:

    In unit flags there is a share vision flag although to make it share vision for all players might need to adjust some other settings as well.

     

    TRIGGER SOLUTION:

    In triggers its pretty easy to create a map revealer for all players through an integer loop.

    Posted in: Data
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    posted a message on Hide actor for everyone but the owner of the unit?

    Try the Filter setting. Check mark the boxes of the players you don't want to be able to see the actor. Which in this case would be: Enemy, Ally.

     

    By default when none is check, the actor is visible to all. Checking a box makes it so that type cannot see the actor.

    Posted in: Data
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    posted a message on Questions about Kill Credit

    Sorry Dr. Super Evil....

     

    I have tried what you suggested and instead of placing the timed life behavior that has the damage response on the Spawn Effect field, I put it in the SET effect of the Ability and it still does not work. Caster still gets credit. I have gone over what you have said and I'm 90% sure I have done exactly as you described and it still gives the kill credit to the caster and not the target. 

     

    If you review the test map it is clear the target is also getting the kill credit buff applied to himself VIA the damage response and the caster gets the buff first before the target buffs initial effect kills him. It should work in theory according to what Kill Credit is supposed to do but it doesn't. 

     

    If anyone reviewing this has an idea of why or can prevent a solution I'm all ears. Until then I'm going to have to give up on the solution as unsolvable at this point.

     

     

    Posted in: Data
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    posted a message on Questions about Kill Credit

    The spawned unit doesn't have it by default. The spawned unit gains the timed life behavior buff from the Spawn Effect Field in the Spawn Unit Effect. The Timed life behavior is the one with the damage response. If you take a look at the test map file I sent you will see the spawned unit doesn't start with it by default.

     

    The way I'm interpreting what you wrote earlier is that instead of applying the behavior through that effect, I should apply it from the first SET effect

     

    I have yet to try this so I will soon do so and see if it makes a difference.

    Posted in: Data
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    posted a message on What is continuous scan?

    The Wiki currently says: "Unknown".

     

    Was curious if anyone has figured out this weapon option flag yet.

    Posted in: Data
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    posted a message on Questions about Kill Credit

    I see, 

     

    So the issue is the damage response buff is being applied by the Spawn Effect rather then the ability and that is how I'm losing the point of reference?

     

    Posted in: Data
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    posted a message on Questions about Kill Credit

    Sure, 

     

    I mentioned earlier that it is hallucinations being cast and that I need the caster to die if his hallucinations die and I need the attacker to get the credit.

     

    Any ideas how to do that then?

    Posted in: Data
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