Thx, DrSuperEvil, but it doesn't work. I tested it without any Validator, the buff Behavior with the range is applied after the first shot, and that's undesirable. I don't think the problem lies with the Location Compare Cliff Level, it works fine for all other cases, except with range. I guess because the damage or evade values are decided at the end of the effect tree, so all I need is a switch before that, while the range is decided with the weapon at the beginning.
The Switch Effect does apply the range buff, but it can only be used after the first shot. That's what I previously thought and why I didn't try the effect tree in the first place.
I tried also 2 weapons, one with a cliff level validator on the first effect. Didn't work either... Though I wonder if I just did something wrong.
And there's also the field Weapon: Acquire Cliff Level Range on the weapon, which I don't know what it does. At least for what I'm trying it doesn't work.
The way you describe it, the Location Compare Cliff Level validators work exactly as I expected it. Well. That's good. But in Target: Other Location - Value is "Origin unit" and if the Effect which uses the validator doesn't provide this input, the validator goes back to the Validator: Value field. I guess there are means to debug this, if one knows the editor better, so you get a message ingame like "Validator blabla didn't get a value in field blubblub"...
I'm not using a Combat: Damage Response, instead I go nearly the same route you did with the Marine, a Switch before the Damage effect is applied, with the Location Compare Cliff Level validator. If the unit is shooting upcliff, the Switch redirects to a cloned Damage effect, which has a 0.5 chance. With the Colossus however I need to apply a buff and I didn't make it part of the Effect tree, so it didn't get it's value in Target: Other Location - Value I guess. I'll try with a Switch now as well.
well I want basically to show this when having multiple Orbital Commands selected. If two OCs are selected, one with 100 and one with 150 energy, it should display 5. I guess it has to be done with Ability Arm Magazine? I'm also not against removing the energy bar completely from the OC.
I've read this in the Blizzard forums and I think it would be a very good idea, so I want to implement it in my mod. Has anyone a suggestion?
I have experimented with the Location Compare Cliff Level validator and it seems to have been changed by blizzard at some point. The value is now the cliff slot with 0 being deep canyon, 1 being the lowest playable cliff, 2 being the middle cliff level and 3 being the highest. The greater/less than logic is absolute and not relative to the unit. Inserting a unit as the other unit makes the logic purely comparative of the cliff level the two units are on and ignores the value. I found the best solution is to use equals logic and then 9-16 combine validators with one for the target and one for the caster.
That's what I have thought as well (before going on vacation). But now after some more thinking... I'm not sure.
I have already these switch effects on all the units, like I said, and they are working fine with Location Compare Cliff Level. Only the Behavior on the Colossus does not. So my next guess is, that the Behavior doesn't recieve any target, when the Colossus is attacking a unit. Unlike the switch effect.
Okay, I started these "big" weapon changes. Turns out this is fairly simple. The validators are already in the editor, all I needed to do was copy each damage effect and put a switch effect right before.
I haven't touched the actors yet, though. And I still don't know how to handle the weapon range with the Colossus - since it's not an effect.
I hope this post isn't considered a necro...
Edit: I got it with the Colossus! It's like you said, DrSuperEvil, and also very easy. Just one Buff Behavior applied under the unit's stats, for it to be permanent. And within the Disable Behavior to one the cliff level check, which are already present.
Edit2: But it's buggy. Don't know why yet. It works on high cliff vs middle cliff, but on low cliff it's the outcome is irritating.
in my Mod I changed the Forcefield, so it lasts indefinitely, and the Sentry has the ability to destroy it. But when something else destroys it (a massive unit or for example Ravager Bile), I want to trigger an extra cooldown, so the Sentry cannot recast immediately. Can anyone help me/point me in a possible direction?
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Thx, DrSuperEvil, but it doesn't work. I tested it without any Validator, the buff Behavior with the range is applied after the first shot, and that's undesirable. I don't think the problem lies with the Location Compare Cliff Level, it works fine for all other cases, except with range. I guess because the damage or evade values are decided at the end of the effect tree, so all I need is a switch before that, while the range is decided with the weapon at the beginning.
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All right. Nothing works.
The Switch Effect does apply the range buff, but it can only be used after the first shot. That's what I previously thought and why I didn't try the effect tree in the first place.
I tried also 2 weapons, one with a cliff level validator on the first effect. Didn't work either... Though I wonder if I just did something wrong.
And there's also the field Weapon: Acquire Cliff Level Range on the weapon, which I don't know what it does. At least for what I'm trying it doesn't work.
>:-[
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The way you describe it, the Location Compare Cliff Level validators work exactly as I expected it. Well. That's good. But in Target: Other Location - Value is "Origin unit" and if the Effect which uses the validator doesn't provide this input, the validator goes back to the Validator: Value field. I guess there are means to debug this, if one knows the editor better, so you get a message ingame like "Validator blabla didn't get a value in field blubblub"...
I'm not using a Combat: Damage Response, instead I go nearly the same route you did with the Marine, a Switch before the Damage effect is applied, with the Location Compare Cliff Level validator. If the unit is shooting upcliff, the Switch redirects to a cloned Damage effect, which has a 0.5 chance. With the Colossus however I need to apply a buff and I didn't make it part of the Effect tree, so it didn't get it's value in Target: Other Location - Value I guess. I'll try with a Switch now as well.
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Hi,
well I want basically to show this when having multiple Orbital Commands selected. If two OCs are selected, one with 100 and one with 150 energy, it should display 5. I guess it has to be done with Ability Arm Magazine? I'm also not against removing the energy bar completely from the OC.
I've read this in the Blizzard forums and I think it would be a very good idea, so I want to implement it in my mod. Has anyone a suggestion?
Thanks in advance.
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Don't know. I don't even know what's changed. Hm... Is it too difficult to explain? The map I mean.
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Editor. But is the map really just 1.21KB big?
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Can't open the map. :( He's saying "Dependency Data could not be loaded."
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Okay, I started these "big" weapon changes. Turns out this is fairly simple. The validators are already in the editor, all I needed to do was copy each damage effect and put a switch effect right before.
I haven't touched the actors yet, though. And I still don't know how to handle the weapon range with the Colossus - since it's not an effect.
I hope this post isn't considered a necro...
Edit: I got it with the Colossus! It's like you said, DrSuperEvil, and also very easy. Just one Buff Behavior applied under the unit's stats, for it to be permanent. And within the Disable Behavior to one the cliff level check, which are already present.
Edit2: But it's buggy. Don't know why yet. It works on high cliff vs middle cliff, but on low cliff it's the outcome is irritating.
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If it is fixable. Yet tooltip is faster. But even that isn't as important to them as to make the chat widely disliked.
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Weird. But good to know. Blizzard should include some tooltips explaining the weird behavior of the mapeditor... That would make lives easier.
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That is weird. Even if you make a set of them each doing only one thing?
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That did it, and on top of that it's really easy to set up once understood. Thanks a lot, Dr.SuperEvil!!!!
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Can you give more details about the second part with the Modify Unit effect?
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Hello,
in my Mod I changed the Forcefield, so it lasts indefinitely, and the Sentry has the ability to destroy it. But when something else destroys it (a massive unit or for example Ravager Bile), I want to trigger an extra cooldown, so the Sentry cannot recast immediately. Can anyone help me/point me in a possible direction?