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    posted a message on (SOLVED) If armor is greater then or equal to damage no damage dealt passive

    Sorry about that, I was mistaken. I setup a trigger to test what damage was actually being dealt. It appears now that it is all working correctly, including the attribute bonus. 

     

    I think this solution is far cleaner then using a trigger solution and its quite easy to setup in the damage response field. Since armor and damage values are constantly changing, any time the unit takes the minimum damage from the Default game value due to high armor, the damage response will trigger and it will ignore the damage! 

     

    Works like a charm, except won't technically work with armor piercing effects.

     

    Thanks for the help everyone. Sometimes you just need a few ideas and postings to get the brain going. 

    Posted in: Data
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    posted a message on (SOLVED) If armor is greater then or equal to damage no damage dealt passive

    How about the Damage Response Max Field? Simply set to 0.5 and it seems to do the trick. Only actual draw back is when dealing with armor piercing effects. 

     

    EDIT:

     

    I just found this now, was reading about it in the wiki. It states

    Combat: Damage Response - Maximum

    Only damage below the value triggers a damage response.

     

    The weird thing is in testing, it's not 100% accurate, but its pretty close to the effect I desire. For example, if a unit attribute bonus damage, it doesn't seem to take that into account. 

     

    Lets say the unit with the passive has 3 armor and I attack with another unit that is dealing 2 damage. It works! I then upgrade the damage amount to 3, still works. But if you give the damaging unit an attribute bonus of +3 to massive (buffed unit is then set to massive), the damage response still won't kick activate until you take the base damage amount to 4. 

     

     

     

    Posted in: Data
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    posted a message on (SOLVED) If armor is greater then or equal to damage no damage dealt passive

    Armor and effects are all upgradable.... and there are dozens of abilities from other units that may add or reduce armor and add or reduce damage.

     

     As much DATA as I can use would be my preference. I see now the trigger event you can use from damage response. But rather then simply firing a trigger every time my unit takes damage, would there be a way to determine the amount of damage so that the damage response only fires when the damage is equal to 1 or less? 

     

    If that is possible then I could simply use the ignore damage modification field and then the response would only fire when the damage is 1 or less. This way armor is irrelevant since in the case the unit takes 1 damage, that would mean its armor is already equal to or higher then the damage being dealt and the response would fire appropriately to ignore said damage.

    Posted in: Data
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    posted a message on (SOLVED) If armor is greater then or equal to damage no damage dealt passive

    This is for a single unit only.

     

     

    Posted in: Data
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    posted a message on (SOLVED) If armor is greater then or equal to damage no damage dealt passive

     Hmmmmm.... Interesting trigger solution, although it could be lag inducing in a larger game of 12 players with team fights and abilities. 

     

    I do appreciate it, however, if anyone else has ideas for a DATA solution I would also be interested.

     

     

    Posted in: Data
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    posted a message on (SOLVED) If armor is greater then or equal to damage no damage dealt passive

    Any ideas on how to construct such a passive ability?

     

    If Shield armor is greater then or equal to damage dealt, then no damage is dealt to said unit.

    Posted in: Data
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    posted a message on (SOLVED) Validator needed to check specific unit instead of caster

    Thanks guys..... Your posts also gave me another idea to use an enumerate area validator to check the master units attributes. I use a behavior on the master that is disabled until the master runs out of required energy then simply enables a free attribute I don't need which locks out all the slave units from using the ability.

     

    Thank you!

     

    Posted in: Data
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    posted a message on (SOLVED) Validator needed to check specific unit instead of caster

    This requires the master unit to spawn the slave unit. The master unit does not create / spawn the slave unit, although I do see your point and the advantage of having the master unit create the slave unit. 

     

    Builders spawn the slave units. Builders can be destroyed. They are strategic targets. The master unit is the "energy core" of the entire player / base. Energy runs out, slave units abilities should be disabled until sufficient energy is regained.

     

     

    Posted in: Data
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    posted a message on (SOLVED) Validator needed to check specific unit instead of caster

    I have 2 units. 1 is a Master control unit which has an energy supply. The other is a unit with an Effect Target Ability which drains the energy from the Master Control unit.

     

    Energy Drain is easy. I use a large search which targets the Master Control Unit and then, drains its energy. The difficult part is making it so once the Master Control Unit has insufficient energy then you cannot use the Effect Target ability on the other unit. 

     

     

    Posted in: Data
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    posted a message on Sound with some properties of both voice and combat sound?

    Might have to use triggers to do that. Not sure if you can dynamically control sound that way in DATA. I could be wrong though.

    Posted in: Data
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    posted a message on Range Indicator Buffed Range

    I can’t remember off hand if the range field is upgradable. I think it is, therefore the solution is to use a modify player effect to add a temporary upgrade equal to the range added. Then when the buff is removed use the modify player effect to then remove the upgrade. 

    Posted in: Data
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    posted a message on Adjust Ability Cooldown - Attached to Unit

    I believe all that matters is the cooldown/link field when using DATA or triggers. I could be mistaken but you should be able to adjust it with a Modify Unit effect (or any trigger that modifies an ability cooldown). While that particular effect doesn't have a cooldown/link field for altering it, as long as you use an ability that is also attached to the cooldown/link then it will also effect it for all fields connected to the cooldown/link. 

    Posted in: Triggers
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    posted a message on fields are greyed out under hero data fields

    What 2 fields are you referring to? Are they Data Types? Data Types are things like the following: Units, Abilities, Behaviors, Actors. Etc.

     

    You want to click DATA Type, Behaviors and open it with the little tab at the top that opens up the different DATA Types.

     

    Here is a tutorial to get you started on working in DATA.

     

    Posted in: Data
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    posted a message on (Unsolvable) Building custom structure, Structure comes out blank

    I am not a modeler but I know enough about models that within the models themselves there are certain settings which must be set for different types of units. I.E. Unit models are not the same as doodads, are not the same as effects. For example, you can't use an impact model on a unit because it's setup with certain animations and settings. And as another example, some models don't have default hit boxes. If you want to use the igloo, it would probably take an experience modeler about 10-15 minutes to set it up for you. (Maybe even less!)

     

    For my map I have tons of custom models and I use a professional modeler to setup all of my custom models. There are dozens of modelers on mapster who I'm sure you could find to help you get the model you want setup. Check out the Artist Tavern and put a post up there. I'll be you could find someone to help you get the igloo the way you want it. Even if it cost like $5 to do it, that's pretty cheap considering the enormity of trying to learn modeling and the SC2 art programs for yourself.

     

    For me its totally worth it and I have beautiful custom models which I didn't have to spend time on which allows me to spend time working with what I enjoy, and thats triggers and DATA.

     

    Posted in: Data
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    posted a message on (Unsolvable) Building custom structure, Structure comes out blank

    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.

     

    Posted in: Data
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