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    posted a message on [Effect: Splash Damage] Damage scales wrong with attribute factors

    That's what I thought as well, but I can't get it to behave now.  Maybe I changed something else somewhere that's messing it up without realizing it. 

     

    Thank you for your response! 

    Posted in: Data
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    posted a message on [SOLVED] Need help - Creating a Behavior (Or something else) that applies when a unit reaches a certain % of Life

    What you'll want is to make a Validator of type "Unit Compare Vital".  Set the "Type" Field to "Fraction", the "Vital" field to "Life", the "Compare" field to "Less Than or Equal To", and the "Value" field to whatever fraction you want (e.g. 0.50 for 50% life, 0.25 for 25% life, etc.). 

     

    Then you add that validator to your behavior's "Validators (Disable)" field so that the behavior will only activate when the unit is below that fraction of life. 

     

    Hope this helps!

    Posted in: Data
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    posted a message on [Effect: Splash Damage] Damage scales wrong with attribute factors

    Hi all,

     

    Sorry if this has been asked before.  I'm trying to make a couple of effects that (1) do splash damage, and (2) do reduced damage to certain unit attributes.  For example, I have a damage effect that deals:

    • 200 total damage
    • 100% damage in 2 radius, 50% damage in 3.5 radius, and 25% damage in 5 radius
    • 75% damage to Armored units and 50% damage to Light units

    So, for an armored unit like a Thor, I would like it to take 150 damage in the central ring (200 * 100% * 75%), 75 damage in the middle ring (200 * 50% * 75%), and 37.5 damage in the outer ring (200 * 25% * 75%).  However, what it actually takes is 150 damage in the central ring (200 * 100% - 50), 50 damage in the middle ring (200 * 50% - 50), and only 0.5 damage in the outer ring (200 * 25% - 50, minimum damage 0.5). 

     

    Is there a way to make the splash multpliers and the attribute factors work multiplicatively like I thought they were supposed to, or should I go ahead and make three separate damage effects: one for each splash radius?

     

    Thanks!

     

     - Xi

    Posted in: Data
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    posted a message on [Pathing] Make Workers Collide While Mining

    And... done! 

     

    I think they must have patched that issue with behaviors; I ran a couple more tests to see if stacking the behaviors/having multiple units gathering broke anything, and it all seemed to work fine.  I set the search launch to source like you said, and attached an actor to it to see if it behaved, and sure enough it did.  It turned out I'd made a dumb mistake with the target sort that was also making things break.  And yeah, testing the validators one by one in a simple ability revealed the issue (stupid requirement-type validators check the inverse case by default...). 

     

    Thanks again for everything :). 

    Posted in: Data
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    posted a message on Ability Array

    I think this is the kind of thing DrSuperEvil meant:

     

    Ability Effect:  Ability_Switch:

        Case 1: [Validator: Unit Compare Behavior Count (> 0)] Effect: Ability_Set_1:

            Ability_Primary_Effect (Whatever the ability does)

        Case 2: [Validator: Combine (Unit Compare Behavior Count (= 0) AND Unit Compare Vital (Energy >= Cost)] Effect: Ability_Set_2:

            Ability_Drain_Energy (Modify Unit: Energy: -Cost)

            Ability_Primary_Effect (Whatever the ability does)

     

    Basically use a switch to check if the unit either has the behavior or has enough energy, and in the second case use the modify unit effect to simulate the energy cost in addition to the main effect of the ability.  The switch uses four validators and four effects, plus however many you need for the ability itself.

     

    Hope this helps!

    Posted in: Data
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    posted a message on [Pathing] Make Workers Collide While Mining

    Okay, hopefully the last question.  I've iterated several times from your method to get one that works for my needs.  Right now everything works as intended, at least as far as I've been able to test so far, except for two bugs: 

     

    I'm using a "being gathered" behavior based on your "hasmine" behavior to track who's mining which resource (instead of using a persistent taskmaster effect for that).  When the resource dies due to running out of resources or being killed, the "being gathered" behavior has a death effect that (1) searches the nearby area for a new resource, (2) transfers the behavior to that resource, then (3) orders the worker who "owns" the old resource to gather the new resource instead.  However, the search actually seems to be centered on the worker, not the resource, so if he's off returning resources when the resource dies, he'll start gathering whatever's closest to him instead of staying near where the player told him to gather. 

     

    Do you know how to make the search effect center on the dying resource like it's supposed to?  I've tried a bunch of values for both the Target: Impact Location and the Target: Launch Location with no apparent effect. 

     

    The second bug is minor: I want to be able to carry 20 resources when I have a "wheelbarrow" upgrade, but only 10 without it.  However, the "Player Requirement" validator I'm using doesn't seem to work, so my units can always carry 20.  It isn't a huge deal if I can't get this one sorted; I'll just remove the upgrade.

     

    In any case, thank you so much for all your help with this!  You are absolutely getting an honorable mention on this map; there's no way I could have figured this system out on my own. 

    Posted in: Data
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    posted a message on need help with events

    I don't believe there is a simple event for that.  Instead, you want to use the unit takes damage event, and set a condition to check the life: Comparison: Unit Property: ((Triggering unit) Life (Current)) < 1000. 

    Posted in: Triggers
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    posted a message on [Pathing] Make Workers Collide While Mining

    Ahh.  That's a lot easier, yeah. 

     

    Second question: Do you know of a way to make the workers not count as idle while gathering?  I'm running into that as I build my system.  I was hoping that in the "hasmine" behavior I could just add something so it wouldn't be classed as a worker (and so wouldn't count towards the idle workers button) while it had a mine, but no luck.

    Posted in: Data
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    posted a message on [Pathing] Make Workers Collide While Mining

    The method with the 300 validators?  I saw that and my eyes crossed :).

    Posted in: Data
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    posted a message on [Pathing] Make Workers Collide While Mining

    The terrazine refinery, you mean?  It was a really neat concept :).  For my map I only need the basic gather ability, but the idea of processing two resources into a third one is very cool, and explained my initial confusion as to why you had the harvesters drop buffs on the Depot instead of just giving the resources directly.  I can see it being great for more in-depth Civilization-type maps

     

    The auto-work feature was interesting, but for me frustrating because my units started going off based on logic I didn't understand yet.

    Posted in: Data
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    posted a message on [Pathing] Make Workers Collide While Mining

    Ah.  I think I like your way better regardless; I tried it with abilities and couldn't get the Issue Order to work right (at least, I think that was the error), plus I'd need to basically have a "master" ability switch between each resource.  I think/hope your behavior-based method will be simpler.

    Posted in: Data
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    posted a message on [Pathing] Make Workers Collide While Mining

    Hoo boy.  No abilities used at all??  Wow :). 

     

    I think this has what I need to make my own harvest abilities.  Thanks!

    Posted in: Data
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    posted a message on [Pathing] Make Workers Collide While Mining

    No luck on the Always Check Collision flag.  From what I've seen it's used on missiles to make Reaver scarabs. 

     

    I'll take a look at your demo map.  Hopefully it's a little cleaner (or at least easier to grasp) than the incomplete ability in the War3Data mod! 

     

    Thank you for your help; I appreciate it :).  Will update once I've looked at your map. 

    Posted in: Data
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    posted a message on [Pathing] Make Workers Collide While Mining

    Hey all,

     

    I would like to make a mod where workers DO collide with each other and other units while mining, instead of being able to "mineral walk" like they can in the base game.  I've looked through the SCV's unit properties, its mover, its gather ability, the minerals' resource behavior, and the subsequent mineral carry behavior, and I can't find anything that does this.  Did I just miss it? 

     

    Thanks!

    Posted in: Data
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    posted a message on [Solved][Footprint] Building footprint failing after trigger placement

    All right, after some more hours on the issue I figured it out.  Turns out it was something unrelated - because this building is also a builder unit (using SCV - Build), while it is in the process  of building it seems to think it has no footprint and can shift-queue a building on top of itself.  After I reset the footprint and changed only the bare minimum for it to function, it seems to have realized that doesn't work. 

     

    Thank you for your feedback - it at least got me looking in the right area to look at and revert the footprint!  I really appreciate your help. 

    Posted in: Data
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