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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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    posted a message on Seeking Actor Term Types Compare upgrade count

    Is there a term type where I can compare the current players upgrade count in an Actor Event?

    Posted in: Data
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    posted a message on (SOLVED) Set a Standard distance effect-target regardless of distance

    THANK YOU!

    Posted in: Data
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    posted a message on (SOLVED) Set a Standard distance effect-target regardless of distance

    Would that be Location Offset - End Value?

     

    Sorry tried this out without success. It's actually related to my other question with the issue order, which works now. Essentially I have a create persistent which creates a target unit at a location. I need it to always create the target unit at the maximum distance of the ability range regardless of where the player clicks. I did try source as you suggested but that doesn't seem to work.

     

     

    EDIT

     

    Okay I finally figured out what you are talking about. Do you have a link to a recommended tutorial for working with offsets? I have no idea how to set those offset values and Im highly interested in learning more as it could help me with a bunch of other issues.

    Posted in: Data
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    posted a message on (SOLVED) Create unit and then issue order to attack created unit

    In reply to DrSuperEvil:

     But the problem is the SET effect is set to a point. How is that going to work when you need the order to target a unit.
    I stand corrected! As I can see Caster History at work. Glad I'm finally starting to get the hang of this. Thanks again Dr Super Evil
    Posted in: Data
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    posted a message on (SOLVED) Create unit and then issue order to attack created unit

    I can't seem to find a way to reference the created unit even if I put a SET effect after the Effect Target Ability and before the Create persistent Effect, because the SET Effect target location type is Point / or unit. It has to be point because you need to use it on an empty space to create the unit at the location. Here is the order of things.

     

    1. Effect Target

    2. SET effect

    3. Create persistent 

       A.) Effect 1: Create unit at target point

       B.) Effect 2: Issue order: unit value: Caster, target ref: Set effect

     

    and thats the problem, the SET effect doesn't have an actual target to reference because it wasn't created yet!

    Posted in: Data
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    posted a message on (SOLVED) Set a Standard distance effect-target regardless of distance

    What im looking to do is the following:

     

    Effect Target ability with a designated range (lets say 8 as a standard)

     

    When you order the unit to use the ability, it launches a projectile (or does its thing, lets say a beam) in a straight line up to the maximum designated distance (range 8)

     

    It should not matter where you click, it should always fire at the same distance.

     

    How would you go about doing this? 

     

    Posted in: Data
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    posted a message on Beam hitting same target multiple times

    I have a behavior with a periodic search effect which drains a targets energy. I have a nice beam actor coming out using a create persistent and persistent until destroy flag. I use a range validator to destroy the persistent when the target moves outside of range. My actors are simple start persistent create and stop persistent and destroy. I have my search area set to a maximum of 3 targets.

     

    My periodic effect occurs every second. Problem is the beam hits the same target 3 times instead of only once. I tried putting the no markers validator on the search and create persistent effects but that didn't work. 

     

    I'm thinking I need to setup some terms in the actor but I'm not sure which ones.

    Posted in: Data
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    posted a message on Need help with different units sharing the same actor model

    I have 3 different zergling units all with 3 different actors. Most of them I just duplicated and setup their own models and actor events etc. but for some reason they all keep sharing the same model even though I've set all 3 of them up with different models on their actors! I've been looking under the Actor events of the units actor and can't find any place where there is a link. Please Help!

     

    Here are the details.

     

    1.) A zergling that uses the standard ground zergling but is smaller.

    2.) A Zergling that is ground with the standard ground model and size.

    3.) A Zergling type that is air and uses the zergling with wings model.

     

     

    If I change the model for the zergling with wings, it changes the model for all 3 zergling types! 

     

    If I try to duplicate the original default Changeling (Zergling with wings) it doesn't seem to duplicate correctly either as it somehow shares the same properties with the original copy. I've noticed this problem before with other units like the Ultralisk for example. It's almost like you have to go in from scratch to recreate all this stuff.

     

     

    EDIT:

     

    I did end up solving this problem, but I kept the post up here because I wanted to hear peoples opinions regarding Blizzards Default units and some of the strange settings they have going on. Whats with all the linked units / actors? 

     

    In order to get this to work I had to recreate the zergling and actor from scratch.

    Posted in: Data
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    posted a message on (SOLVED) Sticky Bomb help needed

    This works when you set the unit - effect field on the remove behavior to the original set of the first ability, but I want my detonate ability to detonate ALL bombs. Unfortunately it only detonates 1 at a time it seems.

     

    EDIT 

     

    Scratch that! Just forgot to make the caster buff stack! Now it works perfectly! Thank you Dr. Super Evil!

    Posted in: Data
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    posted a message on (SOLVED) Sticky Bomb help needed

    Let me see if I get this logic straight.

     

     

    Ability A.) Effect Target Ability -
    1. Launch Missile
    2. SET
    3. Apply Target Buff
    4. Target Buff Initial Effect (Apply Caster Buff)
    5. Caster Buff Final Effect - (Remove target buffs)
    
    Ability B) Effect Instant Ability-
    1. Remove Caster Buff
    Ability A.) Effect Target Ability -
    1. Launch Missile
    2. SET
    3. Apply Target Buff
    4. Target Buff Initial Effect (Apply Caster Buff)
    5. Caster Buff Final Effect - (Remove target buffs)
    
    Ability B) Effect Instant Ability-
    1. Remove Caster Buff

     

     

    Posted in: Data
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    posted a message on (SOLVED) Sticky Bomb help needed

    I made a sticky bomb ability using an apply behavior buff. It works by launching a missile at the enemy or friendly target, once the missile hits I use an apply behavior effect to apply a behavior (as the sticky bomb). The behavior has a duration and a fatal damage response handled to remove the behavior. Upon removal the final effect is to explode. So and the Caster can detonate all sticky bombs with a 2nd ability that executes a search area to remove all the behaviors. Long story short 1 of 3 scenarios can happen.

     

    1.) Sticky Bomb duration behavior ends and the final effect detonates the bomb.

    2.) Caster uses secondary ability to detonate all bombs (Running a search area to remove behaviors of the type "Sticky Bomb" and therefore the final effect executes.

    3.) The target unit dies, executing the fatal combat damage response and thereby sticky bomb goes off.

     

    It works just fine except for one issue. Each team can pick 1 hero of this type. 

     

    So if both teams pick the hero with the sticky bomb ability, they can actually go around detonating each others bombs because of Scenario # 2. Since it uses a remove behavior of type effect.

     

    I've been thinking on this one and not really sure how to solve it since you can't really mark a behavior as originating from a particular player. Also Since I have the ability set so you can use on both friend and enemy (reasons being, it doesn't damage allies but damages enemies only so you can use it to make living moving bombs) that makes it harder to do because otherwise you could simply run the search area to find only enemy targets, but if you want it to find both enemy and ally targets with the bomb, thats why you can detonate other players bombs.

     

    Posted in: Data
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    posted a message on Destroying Triggers worth it?

    Is destroying triggers really worth it? I mean lets say you have a few that run 1x and you don't need them again. Does destroying them actually free up memory and improve performance? If it does I barely notice it. Why destroy triggers at all when you can just turn them off?

     

    EDIT

     

    While were on the topic, I've also been thinking a lot about dialogs and also destroying unused dialogs and items. In general, if something isn't being used why keep in running in the background. I almost wonder if all these little things add up. 

    Posted in: Triggers
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