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    posted a message on Kill Experience % bonus when killing specific units

    Yes, but I want the combat experience to provide bonus only for units that have "Specified behavior".

     

    I.E. My map has neutral minions, some of them are the same as other spawning minions. I am aware of the above fields but modifying those will change XP bonus for killing all units, not specific units with behaviors.

     

    My neutral minions have a behavior that marks them as "neutral". And also marks them as different from other units of the same type that may be roaming around the map.

     

    Furthermore, the hero needs to have "normal" experience when killing the nuetrals, and then have the % bonus buff ONLY against the "nuetral" minions after he has purchased his special item / buff. You can't simply just modify XP Bonus and get a bonus against only nuetrals.

    Posted in: Data
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    posted a message on Kill Experience % bonus when killing specific units

    I want to add a buff that gives 50 or 100% increase in experience when killing specific units. The specific units all have a behavior marker I can use to identify them.

     

    Any data solutions? Trigger solutions?

    Posted in: Data
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    posted a message on Make player attribute unavailable in specific team

    This is kinda late but, You should be able to switch teams in the lobby. This wont work as player attributes can be changed regardless of which team you are on in the lobby. Unless the attributes are fixed. The only way to set a requirement to limit use of the (copies) as you say is with another player attribute.

    Posted in: Triggers
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    posted a message on Need to make more then 128 entries in upgrade

    I noticed that an upgrade only lets you make 128 modifications. 

     

    My unit has an ability that can mimic any weapon or effect in the game. There are alot of units and heros and the ability is upgradable. To do this, I simply add all the damage effect upgrade entries as well as weapon entries into the upgrade for the ability.

     

    This uses a lot of entires and recently maxed it out at 128. (I notice the editor does not let me place more then 128 entries in)

     

    But now that I recently added more units/heros into the game, I went to add those new units effects and weapon levels into this particular units upgrade but can't add them in because of this 128 entry limit.

     

    Any ideas OUTSIDE OF Triggers?

    Posted in: Data
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    posted a message on Which would have less lag in large search area vs trigger

    Yeah, I've been wondering about those big search radius effects in DATA, I'm inclined to believe they use a lot of resource.

    Posted in: Data
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    posted a message on Which would have less lag in large search area vs trigger

    I know that DATA generally produces less lag, but from experience I know there can be exceptions. For example having badly designed periodic search effects applying buffs etc.

     

    For some solutions, Triggers is necessary but not always.

     

    I was wondering if anyone out there knew if greater search area effects caused more lag, in this case the entire map.

     

    So in competition between the two, lets say we want to drain energy from a single unit every time another unit/structure fires.

    The DATA solution is easy enough, simply run a search area effect, find your caster unit and drain its energy every time any of the desired units fire.

    This requires a search area of the entire map and will execute every time it fires. If you have alot of units firing, running searches of the entire map to find your one caster, couldn't this make lag? Imagine 500 radius searches happening constantly. Assuming thats the size of your map.

     

    On the trigger solution, one could simply execute with the specific weapon firing events and only the weapons of the units that are supposed to drain the casters energy. This way it only fires when it supposed to. 

     

    In competition, which solution do you feel is best for less lag?

    Posted in: Data
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    posted a message on Hiding units on the minimap - Radar Jammer

    Cool! Thanks for an example!

    Posted in: Data
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    posted a message on Hiding units on the minimap - Radar Jammer

    I've never used a query Response actor before.

     

    Are all the fields essentially going to be the same or is there something else I'm going to need?

    Posted in: Data
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    posted a message on Hiding units on the minimap - Radar Jammer

    Behavior.RadarJam.on

    Create

    ActorCreation

    SetFilter Target_Snapshot  Enemy - SET

    Behavior.Radarjam.off

    ActorCreation

    SetFilter Target_Snapshot Enemy - CLEAR

    BehaviorRadarjam.off

    Destroy

     

     

    Doesn't seem to be working for me...

    Posted in: Data
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    posted a message on Hiding units on the minimap - Radar Jammer

    That may hide it on the minimap, but it also needs to be hidden from the players camera.

     

    Sorry, I must have failed to mention I need it hidden on the camera as well. If the fog of war is grey, not black (i.e. you can see the terrain and the previously scouted units) I would not want those previously scouted units to be visible at all or targetable.

     

    This problem really only applies to structures as the game automatically shows you the last revealed structures you saw when the camera rolled through the fog.

     

    I believe the correct method would be a way to change the fog setting on the unit when it has a given behavior from snapshot to hidden.

    Posted in: Data
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    posted a message on Hiding units on the minimap - Radar Jammer

    I've successfully created a behavior that can hide units on the minimap and game screen but then reveal them when an enemy unit comes close enough.

     

    I've called my unit the "Radar Jammer" and works perfectly. It just runs some periodic searches and basically makes the "radar Jammed" units cloaked, buried, and undetectable. Then the hidden behavior runs a periodic search for an incoming enemy unit. Once it finds an enemy unit within range, it disables the hidden behavior until the unit leaves. 

     

    Pretty cool. The only problem is the minimap. It's true if you tried to scan for it with a sensor scan it wouldn't show up on the minimap, but if an enemy unit comes close, reveals the hidden units and then dies before the visible effect expires, it shows up on the minimap as being there. If you scanned it again with scanner sweep, it would then show nothing there and the minimap would be updated properly. 

     

    Basically I would like my "Radar Jammed Units" on the minimap to operate in a way that would never show them while they have the behavior.

    Posted in: Data
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    posted a message on Ability to gain % of health based on targets max health

    I've done this with triggers but decided its too messy.

     

    I have an ability that gains 10% of the targets max health to the caster unit for 20 seconds. After the 20 seconds, the casters max health returns to default. This is also upgradable so with each upgrade goes up in 5% increments.

     

    I'd like to do this with data only if possible.

    Posted in: Data
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    posted a message on Cant click or select unit after import of custom model

    I have a buddy building me a custom model for SC2. We've been using Blender and Blenders m3 addon to convert it to m3. So far we've successfully converted the obj into an m3 and added all the textures. It's in the game! However, I can't select the unit. I auto selected it with some hotkeys and it moves around fine, just can't click on it or select it.

     

    Anyone know how to fix this?

     

    Also does anyone know how to add some engine effects for me and weapon attachment points? All I need is some basic engine flames etc.

    Posted in: Artist Tavern
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    posted a message on Steal unit buff ability

    I didn't realize such an effect existed.

     

    Basically I need to transfer ALL behaviors on the target unit whether positive or negative.

     

    If that effect works, I wouldn't need triggers at all. However, from what I see, the effect only transfers 1 behavior at a time. With a game that has a lot of behaviors that would be very difficult.

    Posted in: Data
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    posted a message on Steal unit buff ability

    I am working on a new ability which steals a target units state. I.E. all negative and positive buffs attached to that unit.

     

    I've decided to do it in triggers since its rather complex, and because honestly, I have no idea how you would do such a thing in DATA.

     

    I've done a simple select each behavior in the target units behavior index function. That way I can just do a quick loop, add all the behaviors active, and then after the timer has expired, remove the behaviors.

     

    The problem is at the end of the timer it removes ALL the behaviors from the caster, not just the ones that were added. I tried storing the targets behavior information as a variable but to no avail.

     

    If there is a DATA solution I am open. At the end of the timer an easy solution would be to add back the casters original default behaviors but the biggest problem of all is that the caster loses its "Hero Veterancy" Behavior which then causes it to lose ALL of its experience.

     

    I'd really rather not get into the whole complex storing your experience before and adding it back after as that could make complicated issues when you die etc.

    Posted in: Data
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