Difference between revisions of "Making units damage upon death"
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Revision as of 06:16, 21 November 2010
Making a unit deal damage on death is something that is done by using the Data Editor (versus the Trigger Editor). It is not quite as simple as making a straight duplicate from the Baneling's, and in fact, the Baneling seems to have a lot of "fatty" data attached to it, that in most cases the user will not require. This article shows how to create a damage-on-death behaviour at its bare minimum.
Hopefully, you're at this article to improve it; however, you're probably here because you're trying to make a unit deal damage on death but you are either getting nowhere or are stuck with a unit dealing no damage. If you're one of the latter groups, I hope that this article can relieve much stress from you.
Procedure
What follows is the steps taken to make a unit deal damage on death to its surrounding area at its bare bones.
Duplication
To begin, search for "Baneling - Explode" in the Behaviour tab of the Data Editor and open up the Duplicate dialog for it.
Find and select Baneling - Suicide (Remove Buff), Baneling - Volatile Burst (Set), Baneling - Volatile Burst (Unit Damage). Afterwards, hit "OK".
From here on, the copied data entries will be referred with the prefix "Custom" (versus "Baneling"). Furthermore, the Object Explorer will be extremely useful, so make sure it is open.
Modifying the Behavior/Effect Data
Behavior Modifications
Select Custom - Volatile Burst (Set) and modify the Effect - Effects field so that the only entries are Custom - Suicide (Remove Buff), Custom - Volatile Burst (Unit Damage), and Suicide.
Confirm your changes. Your Object Explorer should refresh and now show a smaller list of Effects.
Effect Modifications
IMPORTANT
Now, perhaps the most important step, that is also, coincidentally, probably the most frustrating one when the user is not aware of it, is to select Custom - Suicide (Remove Buff) and modify the Behavior - Behaviors field from Baneling - Explode to Custom - Explode.
WARNING: Without this change, the unit with the Custom - Explosion behaviour cannot deal damage on death.
Note: the Effect Suicide does not appear to be necessary in making a unit deal damage on death.
Specifications Modifications
The last step is to modify the actual damage aspect of making a unit deal damage on death.
Select Custom - Volatile Burst (Unit Damage).
The aspects here that you probably want to modify are in Combat - (Amount, Attribute Bonus) and Effect - Death, Search - (Area +, Search Filters).
For making a bare minimum damage-on-death behaviour with most values left default, the only change that the user probably want to make is in Search - Search Filters; that is, the search filter should be modified to "Allow" structures (versus "Require").
Confirm your changes.
Giving the Unit the Behaviour
To complete the changes, find the unit that will deal damage on death and modify the Behavior - Behaviors + field to include Custom - Explode.
Confirm your changes.
Congratulations
Your unit will now deal damage on death.
List of entities to whom you must donate your tears of joy
- New-/Hydrolisk AKA Sand Wraith (Eye'm the strongest hurrdurr)
- isolatedpurity (StarEdit Network is best network)
- Phobos AKA a lot (frand and fate-alteration switch; see ZUN)
- devilesk AKA the best darn guy ever
- payne ('cause wiki editing is funny; can I keep doing this with my articles?)
- ZUN (branch from Phobos, fate-alteration switch: Phobos showed my Touhou, which was made by ZUN, and if I didn't think Touhou was so much fun, I would have never bothered to make the map which required damage-on-death mechanics, which in turn would never have forced me to open a thread on this exact topic, in which I subsequently solved the issue but then payne came along and told me to write this article so I did)
- Rising Dusk from WC3Campaigns (fate-alteration switch; if I had never played his amazing WC3 maps, I would never have really gotten into WC3 mapping, and for inspiring me to use bucketloads of triggers instead of data editing which ultimately lead to -- er -- stuff)