Quite simple in concept but perhaps not as simple for people to make... similar to previous aura tutorials out there: involves a periodic search that puts a buff on any units found, in this case the buff increases regeneration.
Right click the video and click watch on youtube to get widescreen/fullscreen.
Small suggestion: why not make the periodic search apply a modify health effect on the unit instead of using a buff + regen that you have to time for it to expire and reapply etc
Edit: If modify health effect can go over max, simply put a validator for that
i have a problem i checked everything and i made exactly what you in the tutorial only i used an another structure and i didn't add sound for the heal but my units dont get the regeneration buff.
Can you help me why?
Go into my map and give the behavior buff to another building and see if that works... then you know it's your aura that's wrong... and can compare values.
So the visual effect and sound are easy to push on and off in actors.
This would be solved by having 2 effects from the fountain. One would be a dummy behaviour that is applied when a unit is within healing range, and would have the visual and audio actor tied to it. The second effect would be a periodic search around the fountain that modifies any unit within it's filter. You could even expand on this and make it so that the closer the unit is to the fountain, the faster it is healed or reduced regen if the unit is in combat or some other cool aspect!
Nice tutorial. I have a question, though. In my map, Player 1 is allied with 2 3 and 4. How do I make it so that the fountain only heals players 1 2 3 and 4.
You'd need an allied CPU player for them that you could place the building for rather than for player 0. Then make the filter for the aura only select ally/player.
You'd need an allied CPU player for them that you could place the building for rather than for player 0. Then make the filter for the aura only select ally/player.
Thanks! Your solution worked well. Any way to make it heal by percentage? Like 5% of the unit's max HP per second? Thanks in advance
Might require a different solution like instead of a modification to their regeneration, you'd instead put a buff on them that did a periodic effect (every 1s?) of 'modify unit' type that modified their vitals fractions to be +0.05 for life and energy.
Quite simple in concept but perhaps not as simple for people to make... similar to previous aura tutorials out there: involves a periodic search that puts a buff on any units found, in this case the buff increases regeneration.
Right click the video and click watch on youtube to get widescreen/fullscreen.
Map DL link: Link Removed: http://www.mediafire.com/?l6pu59l2hpuxukd
@OneTwoSC: Go
Awesome tutorial mate, this is definitely something I'll use at some point! :)
Small suggestion: why not make the periodic search apply a modify health effect on the unit instead of using a buff + regen that you have to time for it to expire and reapply etc
Edit: If modify health effect can go over max, simply put a validator for that
@progammer: Go
So the visual effect and sound are easy to push on and off in actors.
@OneTwoSC: Go
Validated. Damn those actors
@progammer: Go
Agreed!
i have a problem i checked everything and i made exactly what you in the tutorial only i used an another structure and i didn't add sound for the heal but my units dont get the regeneration buff. Can you help me why?
Someone is sure to help you, if you post your map, that is.
@Domper: Go
Go into my map and give the behavior buff to another building and see if that works... then you know it's your aura that's wrong... and can compare values.
This would be solved by having 2 effects from the fountain. One would be a dummy behaviour that is applied when a unit is within healing range, and would have the visual and audio actor tied to it. The second effect would be a periodic search around the fountain that modifies any unit within it's filter. You could even expand on this and make it so that the closer the unit is to the fountain, the faster it is healed or reduced regen if the unit is in combat or some other cool aspect!
Theres a better way to do this,
Augment, autocast ability, search, modify unit fraction
@PSGMud: Go
By all means if that makes it easier and 'better', considering visual actor and the sound, go ahead!
@OneTwoSC: Go
The only difference is you're running your persistent all the time, while an augment would only run when a unit is close enough.
Augment, autocast ability, search aoe @ source, modify unit fraction
Edit: My bad, I meant to say effect target not augment.
Nice tutorial. I have a question, though. In my map, Player 1 is allied with 2 3 and 4. How do I make it so that the fountain only heals players 1 2 3 and 4.
@kenxftw: Go
You'd need an allied CPU player for them that you could place the building for rather than for player 0. Then make the filter for the aura only select ally/player.
Thanks! Your solution worked well. Any way to make it heal by percentage? Like 5% of the unit's max HP per second? Thanks in advance
@kenxftw: Go
Might require a different solution like instead of a modification to their regeneration, you'd instead put a buff on them that did a periodic effect (every 1s?) of 'modify unit' type that modified their vitals fractions to be +0.05 for life and energy.
Do you mind adding the map to your post? Last time I downloaded from Mediafire I got a huge virus.
I suggest also adding a validator that checks if the unit is damaged. Other than that, great tutirial. helped me lots understandinf the data editor.