I've been fiddling with the Veterancy Behaviors, trying to get a good leveling system working- and it works fine but for some reason it shares XP earned by default.
Field ALLRANK Veterancy
(Basic) Stats: Shared Radius + (0|0|0)
Field ALLRANK Veterancy
(Basic) Stats: Shared Fraction + (0|0|0)
and Share Filters excludes all players for all types.
Yet all nearby units gain exp when an enemy unit is killed. What gives???
It says 360 if I check the XML. Also, on closer examination, the missiles appear to gain the Behavior (as the Impact Actor for the aura that applies for Behavior.ProtectorShield.On is visually created) but they simply do not stop. Yet it only occurs in these same areas, as always.
Is it sad that I didn't know sc2mapster had a Wiki? Probably.. Is there any reason why the wiki doesn't appear in Google searches, or searches of the site? Would have saved a lot of people a lot of time. :P
Very lengthy title! But it does explain the issue I'm having pretty well. I have a targeted ability that creates a persistent which performs a search area check as frequently as possible- that's all working fine and dandy, honestly. The Search Area gives a behavior which slows down the time scale of missiles to 0.01. It stacks 5 times, effectively making it appear as if the missile is 'stopped'. It works great, yet for some reason if missiles approach from the bottom right or top left of the search area, they will gain the behavior, yet continue moving and impact successfully. Everywhere else, it works as expected.
If there's a better way to do this, or I'm just doing something weird, I would greatly appreciate the help. Thanks guys.
@Zetal: Go Very interesting, thank you for sharing this information. I can already think of a few interesting ways to use it.
But in your last example, wouldn't the peak node return always 1 after the first mothership is created?
Exactly! If you were to use Total or Queued or Better as a means of checking this value, it would return an integer for however many times you have EVER created a Mothership. By using Peak, you can tell whether someone has ever bought a Mothership at all. It's not helpful for just a single check- but let's say you had 3 Mothership-like units that shared the property of the player only being allowed to choose one- this value would allow for a if(UnitCountPeak1 + UnitCountPeak2 + UnitCountPeak3 < 1) == true; allow purchase; types of arguments.
If I could ask for ANYTHING... number one feature I would want to see in a game like this would be an advanced breeding system. Not one that's shallow and predictable like in Pokemon- one that's interesting and really makes you think about it. But the probability of that happening is depressingly low. So, I don't know, then.
Would be healthy for the community to run an "Adopt a Noob" program. There are so many people running around the forums with painfully simple questions.
Although I guess I'm not the best person to suggest this- I don't have enough free time to 'adopt' anyone.
As many people who use the Data editor know, the Requirements system is usually quite unwieldy, and is clunky at best. So I just wanted to make a quick topic discussing one particular helpful comparison value: Peak.
I spent awhile searching for any information on this and came up with a couple people saying they had no idea what it does: but it sounded like something helpful for what I was trying to accomplish and in the end it was indeed exactly what I needed. So really this post is just for any future searchers that are trying to find out what the peak requirements value actually does.
On to the explanation: This value keeps track of the maximum number of a given unit/upgrade/behavior that you have ever had at one time.
So, for example:
A Terran builds 3 marines. Two of them die. He rebuilds 3 more and winds up with 5. All 5 of those die. The peak value will give '5' as it's value for the Peak count of Marine. At face value this might not seem very useful- but in some situations it can save a LOT of time. For example, if you were trying to create a hero system in which you can only have 1 hero for each upgrade tier- you can use this to easily count the maximum number of heroes that have ever existed- dead or alive - and adjust accordingly. Combined with a mothership-like system that limits the number of concurrent heroes to 1, this is a very powerful value.
Sounds like it's a problem with your map then. If I were you, though, I'd make a backup of the map (just in case) and remove the Liberty Multi dependency, to see what happens.
I thought the effect was neat, (I'm sure everyone knows what I'm referring to) so I decided I would make an ability that sends out the tentacle and creates an Egg at a given location. All of the ability works fine, but the tentacle does not appear. I've been comparing my actors, units, missiles, and events between the creep tumor and my ability, but I really just can't see a difference. Isn't that how it always is?
Does anyone know if there is a specific trick with regards to this effect? Something I could be missing? I've been looking at the Creep Tumor Attack Missile, Missile, and other actors as well as all of the effects and behaviors associated with the ability Build Tumor.
Edit: Dang, it seems like this happens way too often... I just figured it out from an error message I had been ignoring. "Unit is missing a buildable ability." I added a 'Building in Progress' ability and now it works fine. Hopefully that will help someone else in need.
Yes, I actually found a topic where you suggested that while I was searching for any souls with the same issue. It's a very lengthy workaround with a large amount of validators, if I remember correctly. Not ideal. Especially not for rallying workers. I've already gotten a workaround implemented where I morph the unit creator into a different unit which then trains the units being created, but at this point I'd really just want awareness for other users, and Blizzard, that these two features do not work as how they were likely intended.
0
Hey guys,
I've been fiddling with the Veterancy Behaviors, trying to get a good leveling system working- and it works fine but for some reason it shares XP earned by default.
Field ALLRANK Veterancy (Basic) Stats: Shared Radius + (0|0|0)
Field ALLRANK Veterancy (Basic) Stats: Shared Fraction + (0|0|0)
and Share Filters excludes all players for all types. Yet all nearby units gain exp when an enemy unit is killed. What gives???
0
Yea- they haven't changed it either. It's just really bizarre that it works fine everywhere except the corners of the Search Area. :/
0
It says 360 if I check the XML. Also, on closer examination, the missiles appear to gain the Behavior (as the Impact Actor for the aura that applies for Behavior.ProtectorShield.On is visually created) but they simply do not stop. Yet it only occurs in these same areas, as always.
0
@DrSuperEvil: Go
Is it sad that I didn't know sc2mapster had a Wiki? Probably.. Is there any reason why the wiki doesn't appear in Google searches, or searches of the site? Would have saved a lot of people a lot of time. :P
0
Very lengthy title! But it does explain the issue I'm having pretty well. I have a targeted ability that creates a persistent which performs a search area check as frequently as possible- that's all working fine and dandy, honestly. The Search Area gives a behavior which slows down the time scale of missiles to 0.01. It stacks 5 times, effectively making it appear as if the missile is 'stopped'. It works great, yet for some reason if missiles approach from the bottom right or top left of the search area, they will gain the behavior, yet continue moving and impact successfully. Everywhere else, it works as expected.
If there's a better way to do this, or I'm just doing something weird, I would greatly appreciate the help. Thanks guys.
Zetal
0
Exactly! If you were to use Total or Queued or Better as a means of checking this value, it would return an integer for however many times you have EVER created a Mothership. By using Peak, you can tell whether someone has ever bought a Mothership at all. It's not helpful for just a single check- but let's say you had 3 Mothership-like units that shared the property of the player only being allowed to choose one- this value would allow for a if(UnitCountPeak1 + UnitCountPeak2 + UnitCountPeak3 < 1) == true; allow purchase; types of arguments.
0
If I could ask for ANYTHING... number one feature I would want to see in a game like this would be an advanced breeding system. Not one that's shallow and predictable like in Pokemon- one that's interesting and really makes you think about it. But the probability of that happening is depressingly low. So, I don't know, then.
0
Would be healthy for the community to run an "Adopt a Noob" program. There are so many people running around the forums with painfully simple questions. Although I guess I'm not the best person to suggest this- I don't have enough free time to 'adopt' anyone.
0
As many people who use the Data editor know, the Requirements system is usually quite unwieldy, and is clunky at best. So I just wanted to make a quick topic discussing one particular helpful comparison value: Peak. I spent awhile searching for any information on this and came up with a couple people saying they had no idea what it does: but it sounded like something helpful for what I was trying to accomplish and in the end it was indeed exactly what I needed. So really this post is just for any future searchers that are trying to find out what the peak requirements value actually does.
On to the explanation: This value keeps track of the maximum number of a given unit/upgrade/behavior that you have ever had at one time. So, for example: A Terran builds 3 marines. Two of them die. He rebuilds 3 more and winds up with 5. All 5 of those die. The peak value will give '5' as it's value for the Peak count of Marine. At face value this might not seem very useful- but in some situations it can save a LOT of time. For example, if you were trying to create a hero system in which you can only have 1 hero for each upgrade tier- you can use this to easily count the maximum number of heroes that have ever existed- dead or alive - and adjust accordingly. Combined with a mothership-like system that limits the number of concurrent heroes to 1, this is a very powerful value.
Hope that helps someone! Good luck mapping! Zetal
0
first one: The observer doesn't have a weapon attachment. Change the workers weapon to not use that attach point.
second one: One of the fields for Rapid_Spark isn't valid. You should look into that.
0
Sounds like it's a problem with your map then. If I were you, though, I'd make a backup of the map (just in case) and remove the Liberty Multi dependency, to see what happens.
0
You should check the Map Dependencies. Look for anything irregular.
0
Is this a custom unit, or a premade one that you edited? Is the model from Starcraft, or you? Did you do any retexturing?
0
I thought the effect was neat, (I'm sure everyone knows what I'm referring to) so I decided I would make an ability that sends out the tentacle and creates an Egg at a given location. All of the ability works fine, but the tentacle does not appear. I've been comparing my actors, units, missiles, and events between the creep tumor and my ability, but I really just can't see a difference. Isn't that how it always is?
Does anyone know if there is a specific trick with regards to this effect? Something I could be missing? I've been looking at the Creep Tumor Attack Missile, Missile, and other actors as well as all of the effects and behaviors associated with the ability Build Tumor.
Edit: Dang, it seems like this happens way too often... I just figured it out from an error message I had been ignoring. "Unit is missing a buildable ability." I added a 'Building in Progress' ability and now it works fine. Hopefully that will help someone else in need.
SOLVED
0
Yes, I actually found a topic where you suggested that while I was searching for any souls with the same issue. It's a very lengthy workaround with a large amount of validators, if I remember correctly. Not ideal. Especially not for rallying workers. I've already gotten a workaround implemented where I morph the unit creator into a different unit which then trains the units being created, but at this point I'd really just want awareness for other users, and Blizzard, that these two features do not work as how they were likely intended.