Staredit Network > Forums > SC2 Assistance > Topic: Fake the primary unit attack stats listed
Fake the primary unit attack stats listed
Feb 5 2014, 8:06 am
By: Dabbu  

Feb 5 2014, 8:06 am Dabbu Post #1



I'd like to make the primary unit's attack stats listed when you hover over the icon say one thing, but the main attack used have different stats.
Have been looking through the actors/attacks/abilities etc. So many options.
Looks like the information displayed on the tool tip in-game is put together from the Weapon and Effect.

I'm still not sure how the game links the attack Ability to the Weapon and where the attack speed actually is.

Thanks in advance.



None.

Feb 5 2014, 8:24 am TF- Post #2

🤙🏾

Edit the weapon, it has the attack speed there and a field called 'damage display effect', if an effect is in there instead of None it'll use the effect for showing stats instead of the real damage effect.



🤙🏾

Feb 5 2014, 8:05 pm Dabbu Post #3



Might be easier to apply an invisible buff with invisible effects (if that's possible?) that does not wear off.



None.

Feb 5 2014, 9:58 pm Ahli Post #4

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from TF-
Edit the weapon, it has the attack speed there and a field called 'damage display effect', if an effect is in there instead of None it'll use the effect for showing stats instead of the real damage effect.
This is correct.

Units have weapons and an equipment array (e.g. Carrier uses that to display interceptor icon). The weapons itself can be hidden, so they won't appear (-> melee attack of a Hydralisk). The damage values displayed are read from the effect set in the damage display effect field as TF explains. So, you need to change that field, if your weapon displays the wrong stats.

The attack speed is the period of the weapon:
displayed speed value = 1 / period

Period means how much time has to pass until the weapon effect can occur again.




Feb 5 2014, 11:12 pm Dabbu Post #5



Thanks guys, I'll try this out later tonight.

A related question, noticed min/max values used as a random delay being introduced to the attack speed. What is the time unit for these values? Milliseconds?
If I recall correctly SC1 always had a static attack speed for just about all units (except the Ultra), the only chancy thing was the 5% to miss that every unit had.
I liked how this was the only random aspect to combat, it left luck a minimal role.
I remember seeing two marines kill each other at the same time... that's how you know a game engine was done right, that is to say player number doesn't trump the game combat logic.



None.

Feb 6 2014, 6:49 am Ahli Post #6

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from Dabbu
Thanks guys, I'll try this out later tonight.

A related question, noticed min/max values used as a random delay being introduced to the attack speed. What is the time unit for these values? Milliseconds?
Time uses game seconds as its unit. One game second consists out of 16 game ticks. So, one tick where the game data is updated occures every 0.0625 game seconds.

On faster game speed, one real time second consists out of 1.4 game seconds. At least that's what the game tries to come close to.




Feb 8 2014, 2:52 am Dabbu Post #7



Ok I see how to do this for the weapon damage, but I actually need to do this with the Stat - Range field which is part of the Weapon and not the display effect.

So it seems I need to change the Combat - Weapons array in the Unit data itself, but then that will change the actual weapon used, not just the visual icon.

Post has been edited 1 time(s), last time on Feb 8 2014, 3:01 am by Dabbu.



None.

Feb 8 2014, 4:24 am Dabbu Post #8



In the Weapon Data the field "Weapon Options" Hidden flag needs to be on!
That Weapon would become the primary attack.

The attack displayed then needs to be part of the Weapons array in the Unit data, but never be active.



None.

Feb 8 2014, 5:43 am Ahli Post #9

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from Dabbu
In the Weapon Data the field "Weapon Options" Hidden flag needs to be on!
That Weapon would become the primary attack.

The attack displayed then needs to be part of the Weapons array in the Unit data, but never be active.
The primary attack is the first weapon in the unit's weapon array.

So, in the end you wanted to display a different range in the weapon tooltip than the weapon actually uses?




Feb 8 2014, 7:03 am Dabbu Post #10



Quote from Ahli
So, in the end you wanted to display a different range in the weapon tooltip than the weapon actually uses?

Correct.

Now the other question is, can the same be done with movement speed?
I'm guessing not, but not overly concerned with that tool tip.



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