They are related yes, but are different concepts. That is why I am looking for ideas :)
Regarding my other post - in it I am trying to make ONE type of unit receive less damage from all attacks. (I am exploring a damage reduction buff on that unit that checks for distance from enemy attacks via validators)
Regarding this post - This is a weapon on ONE type of unit that reduces/increases its damage output, based on distance to the target.
I am thinking of making 3-5 identical hidden weapons, each with different range and damage. I add them to the same unit and based on the distance, it will fire the appropriate weapon. The player won't notice that the unit has 5 weapons.
There is a doodad model in the game called ExhaustPipes_04.m3, as shown in this picture: https://imgur.com/a/3iErLJi
Would anyone want to give me a helping hand and remove the smoke from the pipes?
I need the model without smoke so it looks like the pipes are turned off. Then when the pipe is turned on, the smoke appears again. (I will swap models in game via Actors)
If any enemy unit is standing close to the Zealot and attacking it, the Zealot receives only 50% of the damage.
So if the Zealot is close to a group of Hydras, the Zealot receives less damage from the closest Hydras. The Zealot receives full damage from the Hydras further away.
So as long as Zealots are close to enemy units, they receive less damage from the nearby enemies.
Thanks, the problem is that no matter what type of validators I use for the Switch effect, it always spawns a unit... No matter if I target a unit or a location, a unit is always spawned there.. It never adds the buff :(
I will try it out when I am at the editor again. I thought the Worker Hidden flag hides the unit inside the structure? And the Worker Maintained makes the worker survive once the construction is completed?
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They are related yes, but are different concepts. That is why I am looking for ideas :)
Regarding my other post - in it I am trying to make ONE type of unit receive less damage from all attacks. (I am exploring a damage reduction buff on that unit that checks for distance from enemy attacks via validators)
Regarding this post - This is a weapon on ONE type of unit that reduces/increases its damage output, based on distance to the target.
I am thinking of making 3-5 identical hidden weapons, each with different range and damage. I add them to the same unit and based on the distance, it will fire the appropriate weapon. The player won't notice that the unit has 5 weapons.
But maybe there are better ways?
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Thank you!
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There is a doodad model in the game called ExhaustPipes_04.m3, as shown in this picture: https://imgur.com/a/3iErLJi
Would anyone want to give me a helping hand and remove the smoke from the pipes?
I need the model without smoke so it looks like the pipes are turned off. Then when the pipe is turned on, the smoke appears again. (I will swap models in game via Actors)
Thanks!
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Let's use the Marine as an example.
If the Marine is attacking an enemy from range 5, it deals normal damage.
If the Marine is attacking an enemy from range 3-4, it deals more damage.
If the Marine is attacking an enemy from range 1-2, it deals double damage.
Any ideas how to make this work?
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Thanks for all suggestions!
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Let's use the Zealot as an example.
If any enemy unit is standing close to the Zealot and attacking it, the Zealot receives only 50% of the damage.
So if the Zealot is close to a group of Hydras, the Zealot receives less damage from the closest Hydras. The Zealot receives full damage from the Hydras further away.
So as long as Zealots are close to enemy units, they receive less damage from the nearby enemies.
Any ideas how to build this?
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Thanks, the problem is that no matter what type of validators I use for the Switch effect, it always spawns a unit... No matter if I target a unit or a location, a unit is always spawned there.. It never adds the buff :(
0.946702800361337
Wow!
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I am trying to make a spell with two modes:
1) If you target the ground, the spell spawns a unit at that location.
2) If you target an enemy unit, the spell adds a buff to that unit.
Is that possible? I thought it would be simple but I can not find a way for it to properly target the ground AND units...
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Thanks, I will look into it!
That will work for my mod when I upload it on B.net too, right?
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Hello,
I have created six custom races. I want two of them to have the Protoss console, two have the Terran console and two have the Zerg console.
I read old threads and old tutorials but they say the method is outdated.
Any advice on where to start..?
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I keep duplicating a Missile Mover. I have maybe 50 dublicated Missile Movers added to 50 different Missiles.
Can duplicating the same mover too many times cause any types of issues for missiles?
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Wow! Keep the infested models coming! :D
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I love the Zombie model!!!
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Thanks Doctor,
I will try it out when I am at the editor again. I thought the Worker Hidden flag hides the unit inside the structure? And the Worker Maintained makes the worker survive once the construction is completed?