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    posted a message on Experience Splitting

    I'm attempting to make a map where the experience gained from killing units is split evenly among the heroes nearby.

    The method I'm trying right now is to have a behvior that, every 0.5 seconds, fires an effect. The effect fired is of the type "Set", and have 5 different effect.

    Each of these effects have a validator for how many heroes there are nearby, and they have the effect to create a "persistent". The persistent lasts 0.5 seconds and has the initial effect to apply a veterancy behavior to the unit, and the expire/final effect to remove the same behavior.

    The problem I'm having is that the veterancy doesn't seem to be removed. Maybe there are other problems as well, but I haven't had a good chance to test it thoroughly yet.

    Anyway, anyone has any ideas about why the veterancy isn't removed? Or any other thoughts regarding my method of doing this?

    Anything is appreciated.

    Posted in: Data
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    posted a message on Jump behavior requirement

    I need some help, I've been trying to make the "jump" ability of the reaper being a triggerable ability instead of passive. What I mean is that I want you to be able to use an ability, and then you're able to jump up and down cliffs for say 15 seconds.

    Since I can't figure out any way to make a "jump" behavior have a duration, I've decided to use a different behavior that's applied (but doesn't really do anything) and then I stick a requirement of the type "count behavior on unit Reaper Jump (Buff) >= 1" to the jump behavior. But it doesn't seem to work. I've tried sticking the requirement to a different behavior (permanently cloaked to be precis) and give that behavior to the unit, and it works.

    Any ideas about how to make it work?

    It would also be nice if someone know how to enable/disable movers with beaviors/abilities, because even if I would manage to fix this, the pathing of the reapers would still try and make them go through cliffs ;(

    Posted in: Data
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