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    posted a message on Functions that are not working or bugged.

    In reply to WilliamJay:

     Is this a new bug? I've used all of those functions without any issues before.
    Posted in: Triggers
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    posted a message on Make unit focus-fire specific categories of enemies

    Target/Sorts/Finds is bugged on weapons and does not work properly. You have to use it on a Search Area effect to make it work properly.

    Posted in: Triggers
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    posted a message on Does "inivisibleunit.m3" cause lag ingame?

    I use invisible unit a lot and have never had lag issues. In my experience lag issues are caused by actors not being destroyed properly or poorly implemented periodic persistent effects.

     

    Posted in: Data
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    posted a message on Impenetrable Force Field Wall

    In reply to onlyleviathan:

     Since no one seems to know how to do this with DATA, how about a trigger solution?
    Posted in: Data
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    posted a message on Impenetrable Force Field Wall

    I want to create a force field wall that blocks everything from entering it, including projectiles, air and ground units, and beams.

     

    I would prefer not to use periodic force effects if possible. Although even with periodic force effects, I still haven't thought of a way to also stop beams from entering. Would also be nice if people try to shoot through the field, the beam impacts against the field like its trying to penetrate it.

     

    My original idea was to use the sentry force fields ability as a template, however air units do not collide the same as ground, also beams could still penetrate the field.

     

     

    Posted in: Data
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    posted a message on How to make a ranged unit deal more damage the closer it is to its target?

    Switch Effect is by far the cleanest and easiest way to do this. Same solution as your other post. You can dynamically control all damage amounts based on the distance the target is from the caster. Best of all, you can do it all with one weapon. 

     

    You could do it with multiple weapon types but might be a bit messier. 

     

    Some other nice things about using the switch effect, if the target is moving while you are firing it will apply the appropriate damage based on the actual distance. If you use multiple weapons and lets so it fired the long rage weapon and then the unit got rapidly got closer (teleport, or dash effects) it would still apply the long range damage even if it was close so it wouldn't really be realistic. Switch is the best way dynamically control that damage amount.

    Posted in: Data
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    posted a message on How to make a unit receive less damage from nearby units?

    Another route is to use a switch effects with range validators on each case. You can set as many ranges as you likes for a fully dynamic damage amounts. I like to use a switch because you might decide you want other amounts of damage applied.

     

    On the Impact effect of the Hydralisk missile, use a Switch Effect instead of the default damage amount. For your needs you only need to types of damage effects the standard full amount and the 50% amount. Then setup a range validator on the 50% amount that checks the distance of the target from the caster. 

     

    For the full amount of damage you can put the default hydra damage effect on the Default Field in the Switch effect.

     

     

     

     

    Posted in: Data
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    posted a message on (SOLVED) Collision Interrupts morph command

    Nice! That solves the initial problem, but still leaves the other issue. 

     

     The other issue is pretty serious as well since if you have multiple zealots with different weapons selected, some guns, some blades and you select all of them the ability to morph back to blades orders the ones with guns to go to blades but then orders the ones already on blades back to guns! Can't figure out why its doing that.

     

    It's almost as if when you order the gun units to go to blades, all the blade units get the opposite order to go to guns but I just don't see how that is possible since the going to blade order has no effect tree and how could it trigger a totally different ability to activate? 

     

    SOLVED

     

    I have solved this by placing a requirement on the morph ability checking the units behavior! Thanks for the help DR Super. Can't believe I've had this problem for so long and solving it was as simple as checking an Ignore Placement Flag. Sheesh....

    Posted in: Data
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    posted a message on (SOLVED) Collision Interrupts morph command

    I have zealots with guns and blades. They can choose between their weapon systems and specific weapons must be researched. 

     

    It's fairly straightforward, when you tell the unit to activate the selected weapon, it is an effect instant with a SET effect which orders the unit to morph into the Zealot with gun actor, and then the second effect applies a buff which gives them the appropriate weapon. To deactivate the gun and return to blades, the command is a direct morph back to zealot with blades. All is fine as long as the zealots are not colliding with each other.

     

    I couldn't figure out why but they are always glitching in the game until now. When the zealots are in large groups and the orders are given in MASS to move or the zealots are standing to close Some will not morph properly. I have tried using the disable collision flags to no avail. I also added a buff to morphing units which disables colission and allows them to travel through other units. This does not work either. Another wierd thing that happens. When some of the zealots glitch and dont activate their weapons or morph properly (Or if you have a set of zealots with guns and a set of zealots with blades and you select them all to hit the deactivate (morph back to blades) command. It also orders the zealots without guns to morph to guns. I can't figure out for the life of me why it is ordering the zealots with blades to go to guns. There is no issue order on that ability since its just the morph ability.

     

    Long story short, it is extremely glitchy when you try to group up multiple units and have them morphing from guns to blades and back and forth, and it is all caused by collision with nearby other zealots.

     

    I don't know why simply disabling collission didn't solve the problem. Again I've added separate buffs to disable collision and it still doesn't' fix the problem and none of the flag settings seem to solve it either. If you want I can post a video for you of the issue. I also need to make it so when you have Zealots with guns, and Zealots with blades selected in a mass group and you want to order the zealots with guns to morph to zealots with blades it doesn't also morph the zealots with blades to guns. 

    Posted in: Data
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    posted a message on Static Beam with diminishing return on Damage

    I have a Beam attack that fires the same distance every time with a specific width as well. Regardless of the target distance, it will always fire and deal damage to all units in a straight line. I do this with periodic offsets and set the location to Source. I use a nice beam visual effect so its perfect. 

     

    Only thing is someone had an idea of making the damage deal less at the furthest points of the beam so that it has diminishing returns the farther you are away from the target. Not sure how to go about this since I'm using a periodic effect which does a search every 0.5 offsets. I use "no markers" to prevent damage from stacking multiple times. Anyhow, Its almost like I would need to setup either a validator to validate the range of the target from the caster to find the appropriate damage to deal and have a SET effect which applies all of the various damage types (types as in various distances).

     

    I was thinking switches maybe but haven't really worked with them much. Maybe there is a tutorial or someone could help me understand how to use the switches?

    Posted in: Data
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    posted a message on Make ground and screen shake

    Thank you!

    Posted in: Data
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    posted a message on Make ground and screen shake

    How can I make the ground and screen shake, like a massive earthquake is taking place?

    Posted in: Data
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    posted a message on Need to make more then 128 entries in upgrade

    I know this is a late / dated response but: VIA upgrade, or research ability, how could you implement the Modify Player Effect. I've done this before with Effect instant and effect target but not sure how to do it within a Research Ability.

    Posted in: Data
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    posted a message on (SOLVED) Creating a Quantity of Research Points from upgrades and research

    Ah yes! As I was searching for my own solution I recently started messing around with charges. Seems if I put charges on every available upgrade and set them all to the same value I can get it to work that way! Then I can use triggers to display the players current remaining "research Talents". Very nice indeed!

    Posted in: Triggers
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    posted a message on (SOLVED) Creating a Quantity of Research Points from upgrades and research

    I realize in hindsight the best way to do this would be to use the custom resource option since you can do it all with DATA. However, in my map the custom resource is not available since I'm using it for something else so therefore I would like a trigger solution. 

     

    My idea is this:

     

    I have various research and upgrade options. Besides the custom resource and terrazine cost, I want a 3rd cost which I call "Research Talent". I need a concise trigger solution to track the players remaining talents and then when they run out disable all their research options (Disabling and tracking available talents is the easy part. But setting up a trigger system to track what type of upgrade was researched is trickier since there are dozens of research options available, all with varying costs and I don't want to create a whole bunch of "If then else" statements. I think I have about 35-40 possible options all with different costs that I need to subtract from the players "Talent Pool", after they've completed their research or upgrade.

     

    Posted in: Triggers
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