Damage Aura and Score Card

CaptainYak

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Hi everyone, I'm busy making my first starcraft 2 tower defense map. So far things are going fairly well, but there are a few things I can't seem to figure out.

- How do we make a damage aura? I'd like to make a tower that does constant damage to anything around it. Whether this means giving him a huge splash radius and short range, or just a damage aura, anything will work.

- How do we make the score card appear?

Thanks for any help,
Mike
 

Im_On_56k

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Not sure what you mean by a score card.

But for the damage aura I should be able to help you there.

Load up the data editor. For this you will need to make one Behavior and two Effects.

Go into the Effects category and go to Data -> Add Object

A new window will appear make the effect type Damage and give a name and id to it. I called mine simply "Damage". Hit Ok.
Change the Combat - Amount to how much damage you want the aura to deal to a unit.

Now we need to make a search effect. Go to Data -> Add Object. Make the effect type Search Area. Give it a name I called mine DamageSearch. Hit Ok.

Now in this go to Search - Search Flags and check off extend by unit radius.
Go to Search - Search Filters and uncheck Ally Neutral and Player and whatever else you want the aura to only damage.

Change the Target - Impact Location and Launch Location to Caster Unit.

Finally open up the field Search - Areas + (make sure Combine Structure Values is checked at the very top)

Create a new one with the Arc 360 this makes it so it damages units all around it. Set the radius to how big of a range it is and the effect to your Damage effect you created earlier. Hit Ok.

The last part we have to do now is create a buff to add it to the unit. Go to the Behaviors category and create a new object again from Data -> Add Object.

A new window will pop up again. Make the behavior type a Buff. Also give it a name. I named mine DamageAura. Hit Ok.

Change the Effect - Periodic field to DamageSearch, the effect you just finished.

Change Stats - Period to how often you want it to deal damage. 1.0 is every second.

The very last thing to do now is add this to your unit. Go to your unit in the data editor and find the Behavior - Behaviors + field. Open it up and add your DamageAura buff.
 

CaptainYak

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Thanks 56K, that was exactly what I needed.

When I said scorecard, I meant (as I've found out since I wrote that) leaderboard. I managed to get it showing players and scores, just need to fine tune it now.
 

CaptainYak

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One more quick question, would you happen to know how I can apply an animation to it (either to the monsters it hits or to itself)? Say everytime the periodic effect happens. I wouldn't need to create anything new, just apply any current effect.

I've found how to change models of things being shot, but i'm unsure on this still. Thanks for any help.
 

Im_On_56k

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The easiest way to do this would be to duplicate an already existing effect. For a straight up display effect just on the target I recommend duplicating High Templar - Feedback (Damage Target based on Energy). Duplicate the Feedback Impact actor and Feedback Impact model. Change the amount on it to the damage you want and find Effect - Vital Fraction Current and set the Energy to 0. (so it doesn't deal damage equal to 100% of the target's energy).

Change the model you duplicated to what you want to appear on the enemy.

Lastly go to your search effect you created before and change the effect in the areas field to this new effect you just finished creating.

If you want a projectile to head towards the enemy you are going to have to duplicate an effect that is a Launch Missile and everything that belongs with that. You could always use the easy way out and just apply a Launch Effect that nothing else is going to use, which means there is no reason to duplicate anything.

For example in the search effect that was created earlier change the effect in the areas to Missile Turret - Longbolt Missile (Launch Missile) and you can directly change the model and amount of damage through the connected fields. This only works well if you are not going to reuse this exact launch effect since everything else you apply it do will share the same damage and model.
 
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