for the data editor you'll want to look into persistent effects. You can specify an initial effect, a periodic effect, and end effect. You can say how long the periods are and how many. So you could apply your damage effect three times under the persistent effect.
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Oct 16, 2020Posted in: Data
For triggers, under flags, it'll say no options. Click on no options, and check the box that says Ignore Placement.
For Data, on the creation effect there are "creation options". I forget which one it is exactly. Probably placement, or ignore blockers.
Jun 7, 2020MaskedImposter posted a message on Infested Colonist / Infested Marine causing noise in editor [SOLVED]Posted in: Data
I just zoom out until I don't hear stuff.
Dec 16, 2019MaskedImposter posted a message on Shields without Maximum Shields? (If that makes sense?)Posted in: Data
I'm not sure if this is what you want... but the Auir Immortal has an ability where it can gain a barrier that absorbes 100 damage. It's like a shield but isn't one, so it doesn't affect existing shields.
Nov 26, 2019Posted in: Miscellaneous Development
LoTV should have all the stuff HoTS, and WoL have and more, just with slightly different balancing. So you should only need to add LoTV, and the campaign data if you want that. See picture for the dependencies I would go with.
For the upgrades:
- Presentation wise: I would probably follow other campaign that have map loaders. Often map makers will make one file that is purely for loading up missions. They'll create little scenes in these maps that represent what the mission will be about. The camera looks at these scenes when clicking a button. Then when hitting load or play, it'll jump to the new map file. You could make little scenes and UI for your upgrade menus.
- Behind the scenes: You'll want to look into using "Bank" files. Go here: https://sc2mapster.gamepedia.com/Tutorials and do a search for Banks. Not much has changed, so even old tutorials are fine. Banks are just text files that get saved to the players computer and can include things like integers, booleans, and some other variables. So when a player is interacting with your upgrade UI, you can create a bank file. Your maps can then read that bank to see what upgrades they chose, you then activate them in your map.
Apr 26, 2019Posted in: Triggers
Just an FYI, by default, conditions are considered under "and". Also to properly use an "and", "or", "not", etc, both conditions would need to be underneath the "and". Since "and" is the default, your version still works. Just good to know if you ever decide to use one of the other types.
Feb 15, 2019MaskedImposter posted a message on (SOLVED) If armor is greater then or equal to damage no damage dealt passivePosted in: Data
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.
Feb 10, 2019Posted in: Data
Here is a screenshot taken from Mapsters map 6. You can download the file from the project page if you want to look closer. https://www.sc2mapster.com/projects/vespene-warlord/files
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Mar 18, 2021Posted in: Data
Do this for each of the battlecruiser's weapons:
* Change its Arc to 360.
* Set its Allowed Movement to Moving.
* In the Options field, uncheck Only Fire At Attack Target and Only Fire While Attacking.
So you were definitely on the right track; you were just missing the Options field. Hope this helps!
Feb 7, 2021Posted in: Data
I created a demo map to demonstrate how this can be achieved with Accumulators. Basically what it does is calculating the fraction of time compared to the full duration and using the Application Rule: Multiply to multiply this with the amount the Accumulator is assigned to, in this case the effect damage.
This also means that after 0.1 sec it deals 10 damage. Or even with a higher precision, as this is what Accumulators are designed for. I hope this is not an unwanted behavior, otherwise you could use an Accumulator with Stack Count to get a more partitioned effect.
Let me know if you need any more help.
Sep 6, 2020Posted in: Triggers
Picked units must be defined first.
You should use any unit(or if you have only one hero that is placed on them, use it az a fix value) in the events
or as you did earlier define it in the condition instead of the event but not as 'picked unit', but 'triggering unit'.
the action you did shouldwork if you change the event and the conditions from 'picked unit' to 'triggering unit'
So if you have one hero that you already placed in the map. You can reference him directly.
Unit -Cargo Truck (Trailer) [127.83, 146.06] dies
Game -End game in Defeat for player (Owner of (Triggering unit)) (Show dialogs, Show score screen)
you can use fix player instead of owner of triggering unit if you woud like. but usually the hero owner loses the match, so that'why I created the code this way :). Also with this you can copy the trigger for another unit with another owner player, you just reselect the other hero en the other event, and you can copy the action from the previously created one without modify the player manualy :).
Aug 21, 2020w_master posted a message on How to use the new miss chance system when attacking units on higher cliffs in patch 5.0?Posted in: Data
I've not tested much of the miss chance system myself, but there is a field called Weapon High Ground Chance To Miss is the gameplay settings. Go to Data Editor > New Tab > Edit Advanced Game Data > Gameplay Data, select the settings and edit the field. Hope it helps.
Aug 2, 2020Alleyvsc2 posted a message on [Video] Create a custom race and your custom race console 5.0Posted in: Tutorials
New video on how to create a new race and its console.
Jul 28, 2020Posted in: General Chat
Oh maybe like 2016 or 2017. It's all relative I guess haha. Time is shooting by >.<
No kidding... I feel like it was just yesterday that SC2 was in beta, haha. I remember when the Galaxy Editor beta patch dropped...
Jul 10, 2020Posted in: Artist Tavern
Been a few years, but have some free time on my hands now!
When I first saw it, I always thought the idea of building a huge unit on the battlefield straight from an SCV was really cool. I get that it could have some weird effects in multiplayer, but it's a shame that that mechanic wasn't least implemented in the campaign or something.
Textures were done in Paint.NET and I'm starting to make the transition from Blender to 3ds Max for modelling. Some minor trim and fade work was done in Audacity for the timed Thor footstep sounds.
Apologies for the video quality and lag, I only have a laptop.
Jun 27, 2020readren posted a message on [Solved] How to get the units inside a nydus network?Posted in: Triggers
I found the function I needed. It is UnitCargoGroup(unit: Unit): UnitGroup
And this is the iteration I use to accumulate the army value of the units inside Nydus Networks:
------- Units inside nydus networks are not included in the `Entire Map` region. So their upkeep is treated sepparately here. ForEachUnitInGroup(nydusNetwork,(UnitGroup("NydusNetwork",player,(RegionEntireMap()),Excluded: Dead,1))) actions ForEachUnitInGroup(armyUnit,(UnitCargoGroup(nydusNetwork))) actions addUnitCost(armyUnit,costAccums[player])
Now the mod calculates the army value correctly.
Thank you MaskedImposer for mentioning the word "cargo". It helped me to find the function I needed.
Jun 27, 2020BaneBirst posted a message on Unit ability to temporarily copy ability of another unitPosted in: Data
But what you could do, (just thought of it) for needing more than 32 abilities max to clone, is to have a trigger replace the cloner unit with the same exact looking unit but just a replica unit type, that had the next set of 32 abilities.
So like the cloner unit tries to clone another unit's ability, and you run that other unit through a switch. If it ends up belonging to some pre-defined list of group B units (those with abilities 33-64), kill and replace the cloner unit with the exact same unit type except for a new XML ID and its abilities (which would be the ones 33-64) (just restore its xp, hp, and energy values etc. to what they were before it used the clone ability).
That way you could have an infinite amount of abilities to clone because you can just keep making new unit types that are duplicates of your original cloner unit, each with their own unique set of 32 different abilities in data.
Let me know if that made any sense, sorry couldn't think of a better way to write it out, and can't upload any more images ;/
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