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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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    posted a message on Make damage increase with range

    In reply to DrSuperEvil:

    What's the cap? 
    Posted in: Data
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    posted a message on Make damage increase with range

    Or have a whole ton of behaviors with combine validators checking the energy requirements. If you did increments of 10 energy, and your max energy is 300 for the unit, that would be 30 behaviors. Put the combine validator on the (disable) check box, so that only 1 behavior is active at a time according to the proper energy level. Not sure which is going to be laggier, using triggers or doing that crazy 30 buff thing!

    Posted in: Data
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    posted a message on Make damage increase with range

    While we're on the topic. Any ideas of how to make damage scale with a units vitals? So the more energy a unit has, the more damage it does.

    Posted in: Data
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    posted a message on Make damage increase with range

    This might sound sort of crude, but I ended up using a simple search area effect with range validators on the apply behavior effects. The behavior effects are applied to the target with combat damage responding only to the weapon. When at the proper range the appropriate behavior is periodically applied. I use the range validators to let the effect know whether to apply the damage buff to the target. The duration of the behavior is short enough that if a target moves out of range or moves closer it will apply or unapply rather quickly.

     

    For now its easy enough to do this with 3 different damage levels. Light, Medium, and Heavy. 

    Posted in: Data
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    posted a message on Make damage increase with range

    All good ideas,

     

    Just as you were writing that I was thinking of trying the same thing. using a periodic buff/charge on the projectile.

     

    I will let you all know what I come up with in a few days.

     

    Happy editing.

    Posted in: Data
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    posted a message on Make damage increase with range

    I would like to create a weapon that increases in damage the farther the target is from the caster.

     

    There are two approaches, one would be a constant change, the further the target the damage scale continues to go up, and the other is a static amount, I.E. Once the target is farther then a range of 16, damage is increased by 50%.

     

    How would I go about doing this?

    Posted in: Data
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