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    posted a message on Custom Tower with flying Unit Model - Building

    Hey guys, thanks for your answers!

    @Photoloss: The "Placeholder Model" was the thing i was looking for, thanks! I changed that one to the placement model - now erverything looks almost fine, just a little here and there, but I ll try to solve that myself first :)

    @DrSuperEvil: Before posting my question above I downloaded your "Turret Unit Addon"-map, to see how to make the models turn the way they are shooting. Sadly, when I test your map, I can build the sentry, but it doesnt turn when shooting and in addation to the model a "no model found"-globe is visible (I guess my Editor cant find the invisible unit). Have I done something wrong with my preferences or is there a version conflict? Or are you referring to another map in your asset?

    Thanks again for replying guys!!!

    Posted in: Data
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    posted a message on Custom Tower with flying Unit Model - Building

    Hi guys,

    in my little TD-map I'd like to use flying Units as Towers. So i duplicated the good old Photon Cannon and changed the actor/model. Now I got some problems with the Unit height/offset/site opperations.

    I found two ways of changing the altitude of my Tower: Unit - (Basic) UI: Height, and Actor - Hosting: Hosting Site Operations+

    My problem is, that I can't set those two in a way to have the unit flying in the air at the following 3 building-stages:

    1. Placement (Using a build-ability of my worker to select the position of the construction)

    2. Going to build (After selecting the location my worker moves there to start the building, meanthewhile the building is previewed at the target location)

    3. Finished construction (how the Tower looks alive, completely built and functional)

    Right now, I got my UI: Height set to 1, and no Hosting Site Operations active; the placement works, the finished construction looks good, but the preview of the tower (meaning the time, when the worker is heading to selected placement-point to start building) is half way in the ground (like height 0).

    Hope you guys can help, thanks in advance!

    Posted in: Data
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    posted a message on (Solved) Hardened Shield scaling with hitpoints

    Hey MasterWrath & JimStarluck - thanks alot for responding, you tossed me in the right direction!

    I now know that my goal is impossible without triggers, but since my map will be a TD-map, I ll just change the values of my Buff with the "Catalog - Set Value" as the round starts:

    CatalogFieldValueSet(c_gameCatalogBehavior, IncommingDamageCapped, DamageResponse.ClampMaximum, (EventPlayer()), "value")

    CatalogFieldValueSet(c_gameCatalogBehavior, IncommingDamageCapped, DamageResponse.Minimum, (EventPlayer()), "value")

    This is my code so achieve my goal, with "IncommingDamageCapped" being my buff and "value" being an string Variable set to 10% of the waves hp. Remember to keep the Chance at 1 :)

    From my point of view, this thread may be closed - thanks again for your support!

    Posted in: Data
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    posted a message on (Solved) Hardened Shield scaling with hitpoints

    Hello everyone,

    I'd like to create a buff, that reduces the maximum damage taken per attack to a percentage of the Units maximum life.

    So, for example, my Unit has 100 hitpoints and i want to cap the damage at 10% of the maximum life. Every attack done to this unit below 10 damage is treated normally, but all damga above 10 damage will only do 10 damage.

    I know, that this effect is compareable to the hardened shield of the immortal, but I cant find a way to let it scale with the hitpoints...

    Any ideas would be appreciated! If you need further information or context let me know :)

    Posted in: Data
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