I haven't looked at the other solution... Is this for a unit or all units. Because you can use behavior damage responses as dummies for event triggers.
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MaskedImposter posted a message on (SOLVED) If armor is greater then or equal to damage no damage dealt passivePosted in: Data -
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DrSuperEvilGamepedia posted a message on (SOLVED) Sticky Bomb help neededPosted in: DataI would get the Effect - Target ability to use a Set effect on the target that can be used as a frame of reference before applying a buff to the caster which as an initial effect applies the detonation buff to the target using the set effect to find the right unit. The second Effect - Instant ability then just needs to remove the buff on the caster which can be validated by the second buff. Alternatively the buff is applied to the target that then applies a buff to the caster which then uses the set effect to target the removal as a final effect.
You can also use caster history.
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DrSuperEvilGamepedia posted a message on (SOLVED)Need hero to grow stronger the more units around itPosted in: DataIn short caster buff>search area>apply behavior>buff>apply/remove behavior. You only need one search for applying the buff to the target.
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DrSuperEvilGamepedia posted a message on Hiding units on the minimap - Radar JammerPosted in: DataLook how the colossus tree burner does it. Create your Region (Circle) actor using the behaviour on the caster and set the size to that of your aura. Use a Query Persistent actor event action to you the query.
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Forge_User_04585675 posted a message on Make damage increase with rangePosted in: DataStarCraft II does not support this as far as I am aware. Heroes of the Storm needed special mechanics added to it so they could efficiently create Li Ming Arcane Orb and other abilities that scale with distance travelled.
Both DrSuperEvil's approaches sound a sensible work around depending on which sort of scaling you want. However they might not be completely accurate in the case of projectile linked damage where a projectile is launched and the launcher moves. If the launcher moves away from the target it might increase the damage, and like wise if it moves towards the target the game might be decreased.
If a projectile is used another approach would be to periodically increment a buff/charge on the projectile unit and deal damage based on the number of such buff/charge. This is the travel time of the projectile which translates into a duration.
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DrSuperEvilGamepedia posted a message on Make damage increase with rangePosted in: DataThe most dynamic approach would involve triggers where the weapon does a dummy Damage effect for launch/impact visuals and then triggers do the actual damage.
For a pure data method you would need the weapon to use a Switch effect that uses several Combine validators that use pairs of Location Range validators. Based on which range bracket the target is in the switch can then use different Damage effects with incremental damage.
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Forge_User_04585675 posted a message on MOBA Hero AI BOTPosted in: TriggersThat is basically how you make the AI, by polling things periodically and making it do something if the conditions are met.
For mechanics such as ganking you want to some global state that sets possible gank targets. The AI then react to this with another test in the polling loop. Targeting low health heroes should be automatically part of the standard AI.
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anotherzergbaneling posted a message on How do modify the direction a beam is traveling from the casterPosted in: DataSite Operation (Explicit Rotation) is a type of actor, not a specific site operation. You have to make one that rotates the flame actor according whatever angle you want.
Also, I don't think you need a weapon; you can just create the flame at the start of an effect or behavior.
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DrSuperEvilGamepedia posted a message on How do modify the direction a beam is traveling from the casterPosted in: DataOops got mixed up with hellion.
Use a SOp (Explicit Rotation) under the action actor launch site SOps.
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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.
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Sounds like a model issue.
If you are using a default working actor say a marine or other standard unit, can you simply change the model of the marine or other standard unit to the igloo? If that doesn't work it's some incompatibility with the model itself and requires actual 3d editing of the model.
That is outside the scope of DATA and requires a modeler and the tools and programs needed to create and/or edit .m3 files.
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First: On your upgrade is a max level field. Modify that to 3.
Second: You'll need to modify what the upgrade does. You select the unit SCV, and you would scroll down until you find the units movement speed. To get the desired effect you would want to use a multiply operation.
Third: You need to properly setup requirements for the button to show up wherever you're upgrade is located. The two types of requirements are Use and Show. Use Requirements are the conditions that must be met to use the button. In other words the button will be greyed out if the conditions are not met. Show Requirements are the conditions that must be met for the button to actually show up on the unit, otherwise you won't even see the upgrade button.
Lastly: You need to setup the upgrade in a Research ability. Here you will setup the button icon, the requirement, time, cost etc, and the actual upgrade it self. It's helpful to name all of them the same name, preferably with a prefix so you know how to keep track of what is what.
Here is a link to an older post on how to do upgrades. I gave you the summary but this link should go in depth on how to accomplish what I just told you.
https://www.sc2mapster.com/forums/resources/tutorials/179574-data-tutorial-multi-level-upgrades-explained
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Paralells is the best program out there.... I am running an old OSX, Mavericks to be specific and so I wanted to make sure I ran an older Paralells. (The latest Paralells does not support Mavericks)
I got windows 7 for about 30 or 40 bucks, and Parallels 9 for 15 bucks. Only place I could find Paralells 9 was on amazon.com and I had to order it through the mail. I couldn't just get the product key. (figures :P)
Anyway, it came in the mail everything works great! Its a bit slower then running Galaxy directly from your mac but its better then nothing.
https://www.amazon.com/Parallels-Desktop-9-for-Mac/dp/B00ENFVLAQ/ref=sr_1_1?ie=UTF8&qid=1491554022&sr=8-1&keywords=parallels 9
However, if you want to run windows 10, you might need a newer version of Paralells, Just make sure whatever version of OSX and windows you are running, you get the corresponding paralells to go with it. That's why I went for 9 because I'm running Mavericks and windows 7, two older OS's.