Sorry, but this site doesnot work on Internet Explorer. This because this site uses some commands that are not available on the Internet Explorer. But you can use the Google Chrome (recommended) or the FireFox.
woooot~~
You should apply a buff to teh missile with a low period (can have very low, like 0.0001 or 0.00002 i think) and have it apply the search effect. Wht happens is the search effect doesnt happen too often and it always does not happen at the same distances (obviously).
Correct me if i misunderstand something but why do you need the while action? To keep leveling tehm up until they have no more exp? But in it you just pick each player, say player 1, and if he has enough exp for level 1, he levels up. But then he doesn't lose anymore of his exp? So the condition "Current EXP Hider 1 >= EXP to level Hider 1" will always be true and the while loop will run forever (not good).
I was thinking of making some terrifyng adic water. I made it greenish and changed some ambience and stuff so it looks good. But then I thought it would look even more terrifying if it was boiling and spewing acid up in the air. I tried adding water doodads with the lava splash model, but it doesn't seem to be working and when it works the animations are messed up. And if I do make it work, how can i change the color of it, because there is no actor? Any better ideas on how to make this?
6) Damage is made by damage effect. Look up your unit in the units tab and in the bottom left under effects you will see a damage effect and in the top of this you set the damage.
7) You can change movement speed with behaviors, but search for the charge effect and see how it is done.
So you would have to place a dummy unit at each point, assign the point variable to that position and then remove the dummy unit? Well at least that is faster than putting them in a variable manually. And yes I also would like a "for each point" function and also "for each region"
1) Use Set Visibility to make the screen black, then display a win text message for a player and end in victory if the player is in the winning team e.g. pick each player in "blue team" and do actions.
2) Put the player in two player groups in the beginning, depending on their color. You can use "If then else" and say if the player has color red then put him in team 1, or if he is blue then put him in team 2.
3) Not 100% if the get removed but just do it manually with "Remove unit from unit group".
The problem was that they affect the whole unit type, just like upgrades (right?). He wanted to change stats for specific units, like you can do with movement speed and health etc with the set unit property action. But unit radius for example doesnt show here.
I think he wanted to avoid doing all that work. Maybe there is a way to get the preplaced points without adding them to a variable? But I don't think so, at least I haven't found it.
Well in that case you could devide the map into smaller regions and place units randomly in those. That way they will be more consistent throughout the map.
Pick each integer from 1 to "how many you want" Actions
Create 1 "Unit" for player "player" at "Point A" using default facing
Order Last created unit to (Order Targeting point) move targeting "Point B"
Wait 0.5 seconds (or something)
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@EdwardSolomon: Go
In events in unit actor you make an event for ability used and set the action to Animation bracket start (or something like that)
same way to play the death animations. Also in the actor there is a field for when the unit dies. Delete the model that plays there.
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@JacksonPS: Go
Sorry, but this site doesnot work on Internet Explorer. This because this site uses some commands that are not available on the Internet Explorer. But you can use the Google Chrome (recommended) or the FireFox. woooot~~
0
@PhiSC2: Go
You should apply a buff to teh missile with a low period (can have very low, like 0.0001 or 0.00002 i think) and have it apply the search effect. Wht happens is the search effect doesnt happen too often and it always does not happen at the same distances (obviously).
0
@tdhsst: Go maybe works
Set unit propery - Set unit's movement speed = unit's movement speed (default) * unit's current energy (percent)
event can be a periodic event or when unit changes energy
0
@GoogilyBear: Go
Did you place any pathings on the map?
0
@Yaksmanofage: Go
Correct me if i misunderstand something but why do you need the while action? To keep leveling tehm up until they have no more exp? But in it you just pick each player, say player 1, and if he has enough exp for level 1, he levels up. But then he doesn't lose anymore of his exp? So the condition "Current EXP Hider 1 >= EXP to level Hider 1" will always be true and the while loop will run forever (not good).
0
I was thinking of making some terrifyng adic water. I made it greenish and changed some ambience and stuff so it looks good. But then I thought it would look even more terrifying if it was boiling and spewing acid up in the air. I tried adding water doodads with the lava splash model, but it doesn't seem to be working and when it works the animations are messed up. And if I do make it work, how can i change the color of it, because there is no actor? Any better ideas on how to make this?
0
@andreasdon: Go
5) Use Pan Camera to center of entire map
6) Damage is made by damage effect. Look up your unit in the units tab and in the bottom left under effects you will see a damage effect and in the top of this you set the damage.
7) You can change movement speed with behaviors, but search for the charge effect and see how it is done.
0
@zeldarules28: Go
So you would have to place a dummy unit at each point, assign the point variable to that position and then remove the dummy unit? Well at least that is faster than putting them in a variable manually. And yes I also would like a "for each point" function and also "for each region"
0
1) Use Set Visibility to make the screen black, then display a win text message for a player and end in victory if the player is in the winning team e.g. pick each player in "blue team" and do actions.
2) Put the player in two player groups in the beginning, depending on their color. You can use "If then else" and say if the player has color red then put him in team 1, or if he is blue then put him in team 2.
3) Not 100% if the get removed but just do it manually with "Remove unit from unit group".
4) Never tried it.
0
@DrSuperEvil: Go
The problem was that they affect the whole unit type, just like upgrades (right?). He wanted to change stats for specific units, like you can do with movement speed and health etc with the set unit property action. But unit radius for example doesnt show here.
0
@TheAlmaity: Go
I think he wanted to avoid doing all that work. Maybe there is a way to get the preplaced points without adding them to a variable? But I don't think so, at least I haven't found it.
0
@fishy77: Go
Well in that case you could devide the map into smaller regions and place units randomly in those. That way they will be more consistent throughout the map.
0
@fishy77: Go
If you already made the point then you can put them in a variable and then loop through it, creating a unit in each.
0
@BenSindle: Go
Actions:
Pick each integer from 1 to "how many you want"
Actions
Create 1 "Unit" for player "player" at "Point A" using default facing
Order Last created unit to (Order Targeting point) move targeting "Point B"
Wait 0.5 seconds (or something)