as I said, I wanted to see the community involvement before I do a community built one, this requires a lot of work and planning from myself. and I also have my own life to live. If I have the majority all planned out then it becomes much easier to put together to get a final map.
Think what you like, but there are a lot of people that don't have a problem with this, and I can't please everyone.
The next project if there is one, will be a lot more open. Just not this time round.
Also... This was a community BUILT td, so yes the community did build it, I just planned it out.
borg if you could this would be a lil more effective a detection point and a impact point so that when a enemy moves over the detection marker and you know where they are going to be in 2 seconds make the the impact point there... i dont know if multi targeting is possible or if you can make 2 abilities and link them just would be cool if that was possible
I'm almost done with tower 9 but I've a 2 problems.
First, I get this error when Tower 7 shoots: WARNING: Can only create one CActorAction per effect [CorruptionLaunchMissile].
Second, I've a search effect for tower 9, with the effect that launches the missle, and the launch missle effect applies the behaviour that slows them. But, how do I make it so that it excludes units that already have the slow behaviour? I've set validators to the effect, but that doesn't seem to work. It does not shoot when ALL of the unit's in range have the behaviour.
The first warning should be obvious: You either have multiple actors of type action reacting to your launch missile effect, or 1 actor is created multiple times.
For the second thing, I suggest using a Target Sort object for the search effect.
I've created 2 target sorts type: behaviour count, one for the behaviour that only slows, and the other for the behaviour that also deals damage, both with value 0. I've added those 2 to the search effect with request percentage 1 and request count 20 and still doesn't seem to work. It's like it always needs to shoot as many enemies as possible. It's driving me nuts.
I also removed the missile actors, because that drove me nuts as well.
Uh, sorry, I have misread the description. I thought, the tower should still attack buffed targets, but just priorize non-buffed ones. If it should not even hit buffed targets, a Target Sort is not the weapon of choice.
However a validator, correctly set up, should work fine. I will have a look at the map.
you say to make the nuke tower have two points, a detection point and an impact point. That is not the requires result. There is a detection area but creeps are going to have different movement speeds so 1 damage point is all there is, and its bad luck if it misses everything completly :P
@greythepirate: Go
you clearly didn't read either posts... and I will leave it at that. but yes nice tower
lol i was like what how you do that? well w/e
@nevjmac: Go
reading is for the weak. This kinda seems more like "BUILD THESE FOR ME" instead of a community collab..
@PirateArcade | I make games | Ask me things on Discord
@greythepirate: Go
as I said, I wanted to see the community involvement before I do a community built one, this requires a lot of work and planning from myself. and I also have my own life to live. If I have the majority all planned out then it becomes much easier to put together to get a final map.
Think what you like, but there are a lot of people that don't have a problem with this, and I can't please everyone.
The next project if there is one, will be a lot more open. Just not this time round.
Also... This was a community BUILT td, so yes the community did build it, I just planned it out.
I will be making beginner tower 8&9 as I already have tower 7.
@greythepirate: Go
Great debates tower! The pre-version of this could be the famous "Next convo in 20 seconds" tower, which may just attack 3 times in a row.
@Exaken: Go
fair enough :)
There, that should be it! Weeeee.
OOOOMMMMMGGGG that is pretty cool can i sue that nevjmac or Borg who ever i have to ask for my td? ill modify it from nukes to tanks(Mortar Tower)
borg if you could this would be a lil more effective a detection point and a impact point so that when a enemy moves over the detection marker and you know where they are going to be in 2 seconds make the the impact point there... i dont know if multi targeting is possible or if you can make 2 abilities and link them just would be cool if that was possible
I'm almost done with tower 9 but I've a 2 problems.
First, I get this error when Tower 7 shoots: WARNING: Can only create one CActorAction per effect [CorruptionLaunchMissile].
Second, I've a search effect for tower 9, with the effect that launches the missle, and the launch missle effect applies the behaviour that slows them. But, how do I make it so that it excludes units that already have the slow behaviour? I've set validators to the effect, but that doesn't seem to work. It does not shoot when ALL of the unit's in range have the behaviour.
Also, front page current events. =P
@Exaken: Go
The first warning should be obvious: You either have multiple actors of type action reacting to your launch missile effect, or 1 actor is created multiple times.
For the second thing, I suggest using a Target Sort object for the search effect.
I've created 2 target sorts type: behaviour count, one for the behaviour that only slows, and the other for the behaviour that also deals damage, both with value 0. I've added those 2 to the search effect with request percentage 1 and request count 20 and still doesn't seem to work. It's like it always needs to shoot as many enemies as possible. It's driving me nuts.
I also removed the missile actors, because that drove me nuts as well.
@Exaken: Go
Uh, sorry, I have misread the description. I thought, the tower should still attack buffed targets, but just priorize non-buffed ones. If it should not even hit buffed targets, a Target Sort is not the weapon of choice.
However a validator, correctly set up, should work fine. I will have a look at the map.
@aczchef: Go
No the whole point in the nuke tower is to have pre placed damage, not where targets are going to be ;)
????? i dont under stand nevjmac
@Exaken: Go
Add the validators to the launch missile effects as well, then it should work correctly.
@aczchef: Go
you say to make the nuke tower have two points, a detection point and an impact point. That is not the requires result. There is a detection area but creeps are going to have different movement speeds so 1 damage point is all there is, and its bad luck if it misses everything completly :P
i see
basically it's adds an element of chance, and rewards smart maze building.