• 0

    posted a message on Showing/Hiding Passive Buttons

    Dont forget to set the button as restricted under the abilities.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Loading screen soundtrack - How can it be changed?

    Tried under Game UI Data?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Immolate on a unit?

    From what I see your immolation buff applied has no duration so it is being applied once and staying there with the initial effect being the 10 dmg so it is being applied once doing 10 damage and just sitting there. Try giving your buff applied some low duration like 1/16 sec.

    Posted in: Data
  • 0

    posted a message on Several Questions

    Frist: Use the Site Operation (Smooth Rotation) SOp on the actor for the unit

    Second: Use a Buff that has a periodic Search Area with a Unit Type validator that then uses an Apply Force effect on the unit of the same type. Use a Unit Compare Speed validator to make the unit only emit this when it is stationary.

    Third: Sorry dont know what you mean

    Posted in: Data
  • 0

    posted a message on Attributes hitting max

    So basicly you are using a trigger to adjust the %dr whatever where I said to use two behaviors and two requirements connected to two effects. End result would be the same but yours would probably be more laggy since data tends to cause less issues than triggers if there are alot of units. On the other hand your method does allow for more flexibility like diminishing returns, so it is a personal preference.

    Posted in: Data
  • 0

    posted a message on requirements

    Look at this tutorial series

    Posted in: Data
  • 0

    posted a message on Attributes hitting max

    Read above I already said that.

    Posted in: Data
  • 0

    posted a message on Attributes hitting max

    I still say my system would work just swap the %dr buff with your attribute then though using a buff probably would be simpler for the %dr than having to modify every damage effect since you would just need the damage reduced per point of armor to be a flat 0 since you can add the points of armor and the damage reduction in the same buff.

    Posted in: Data
  • 0

    posted a message on Attributes hitting max

    Seems your problem is that you are deducting armor based on the number of stacks of the %dr buff. Try making it that the %dr buff is constantly updated using an apply/remove behavior system where the stack amount is controlled using the Unit Compare Field Validator to count armor. The logic would be if %dr buff is less than armor and less than 75 stacks apply the %dr buff while if armor is less than 75 remove %dr buffs till they are equal.

    If you want armor just to be an indicator of %dr then you probably need to give the items a hidden counting behavior that stacks adnausium so that you can have over 75 counting behavior stacks given by items yet only 75 %dr stacks. You could then use requirements for an apply/remove the %dr buff system. For this have a buff that periodically (1/16 sec) applies the %dr behavior with a disabling requirement of %dr buff count is greater than counter buff count and the %dr buff count is greater than 74. Have a second buff that periodically (1/16 sec) removes the %dr behavior with a disabling requirement of the counter buff count is greater than the %dr buff count.

    Posted in: Data
  • 0

    posted a message on [Ability] Catapult Type Attack

    Could also try using a non guided lob mover for the missile

    Posted in: Data
  • 0

    posted a message on Throw unit spawning

    If in doubt look how the broodlord broodling escort does it.

    Posted in: Data
  • 0

    posted a message on Model Issues

    This for cinematics or just normal animations used by units when they use an ability?

    Posted in: Data
  • 0

    posted a message on [Solved] [Behaviors \ Validators \ Requirements] Behavior Requires Behavior problem.

    Could you please give some details as to your validator's settings?

    Posted in: Data
  • 0

    posted a message on Question on Selection Circles

    You can set it under the model used.

    Or do like the broodling escourt units and click the cannot be clicked/cannot be highlighted flags

    Posted in: Data
  • 0

    posted a message on Resource Type. Changing it gathering style.

    Ability - Resource Acquire under the Harvest ability.

    Posted in: Data
  • To post a comment, please or register a new account.