ok so I make this game, and I have a boss in the game that has a strong long ranged weapon on a long cooldown. minimum range of 9.5, maximum range of 10.5 (so you have to stand a specific distance from it to get hit. this way you can avoid it)
right now, I have 2 ranged indicators on it all the time, one for minimum range and one for max. so players know not to go between the 2 lines.
problem is that the boss comes in groups of 4 and a ton of red circles around them looks confusing, also they don't always opt to use the ranged attack so its hard to know when its safe to cross the lines
THE QUESTION
I want to make it have a short charge up before firing in addition to the cooldown. not sure how to do that
I want to make it so that the range indicators only appear when the boss is targeting its weapon and add a red circle around the unit the boss is attempting to use its weapon on (it will disappear if the boss stops channeling the weapon at the hero or if the boss actually launches the attack, it is there only to alert players that they are in danger)
could anyone help me do these things? I have a model for the alert thing to put under the target's feet (zerg icon thing)
To do the charge-up you have to use an effect of the type "create persistent" before all other effects. As "initial delay" you have to input the time that the charge up should last. Then, as "expire effect" you have to put in the effect that triggers the rest of the ability.
For the visual you just need to copy the actor "Stimpack End Impact". As the model you setup the one you created. Under "Effects +", you have to change all entries that have to do with marine-stimpack to the effect you just created while deleting the entry that has to do with the marauder-stimpack. I'm not entirely sure about this part, but the idea should be right so just play a bit around here if it doesnt work right away
ok so I make this game, and I have a boss in the game that has a strong long ranged weapon on a long cooldown. minimum range of 9.5, maximum range of 10.5 (so you have to stand a specific distance from it to get hit. this way you can avoid it)
right now, I have 2 ranged indicators on it all the time, one for minimum range and one for max. so players know not to go between the 2 lines.
problem is that the boss comes in groups of 4 and a ton of red circles around them looks confusing, also they don't always opt to use the ranged attack so its hard to know when its safe to cross the lines
THE QUESTION
I want to make it have a short charge up before firing in addition to the cooldown. not sure how to do that
I want to make it so that the range indicators only appear when the boss is targeting its weapon and add a red circle around the unit the boss is attempting to use its weapon on (it will disappear if the boss stops channeling the weapon at the hero or if the boss actually launches the attack, it is there only to alert players that they are in danger)
could anyone help me do these things? I have a model for the alert thing to put under the target's feet (zerg icon thing)
bump
To do the charge-up you have to use an effect of the type "create persistent" before all other effects. As "initial delay" you have to input the time that the charge up should last. Then, as "expire effect" you have to put in the effect that triggers the rest of the ability.
For the visual you just need to copy the actor "Stimpack End Impact". As the model you setup the one you created. Under "Effects +", you have to change all entries that have to do with marine-stimpack to the effect you just created while deleting the entry that has to do with the marauder-stimpack. I'm not entirely sure about this part, but the idea should be right so just play a bit around here if it doesnt work right away
dont forget the "channeling" flag on the persstant
ok thanks guys- ill look into this later, probably gonna need a bit of time to work on it