Where do I modify the range that a unit will start attacking an enemy?
I got some units which attack move towards a location, but they encounter enemies on the way, but some of the ranged enemies just get to stand by and attack without getting attacked.
I dublicated the Colossus, and the weapon aswell. A dublicated all the actors and effects, and set all the actors events refering to effect, to the coresponding new version. And now when I test it, the beam stays there when fired.
The launch location follows the dublicated colossus, so it walks around with a huge load of beams sticking out of it, which will stay untill death, where the beams will stick to the death location.
I thought it would be that there were no destroy event in the actor events, but as far as I know, there is?:
The title might be a little misleading, but here goes;
I want to create an ability that spawns 5 baneling unit (the roling baneling) circling around a the casting unit, and explodes upon contact with an enemy unit, dealing damage in a raduis.
The banelings should persist for 7 seconds, after which they would explode.
The banelings should circle around the caster, and keep a constant location (meaning that if the main unit moves, the banelings should move coresponding to that, and still keep their rotating location).
Can this be done with data (if yes, how would I do it?) or should I use triggers?
Thank you for the help, I set up a system that changes 10 "+1 attribute" into a "+10 attributes", a changes 10 "+10 attributes" into a "+100 attributes".
Does that mean, if I want to increase agility by 10 (permenently) I will have to have a behavior stay on the unit for the entire game? Or is there a way to make the effect of a behavior persist, when removing it?
(It's a solution, so thank you, I am just conserned that if I have to use this method, having 5 different behaviors each with 600+ stacks. That would end up making the game lag)
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@DuckyTheDuck: Go
Oh, didnt know of this :) I guess the Catalog is the data type, the Entry the name of the data and the Field Path the field? :)
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I know this is not ecactly Galaxy Scripting, but it's still custom script with trigger.ยจ
I once saw a way to edit data (like increasing damage done by an effect) with a trigger using custom script.
Do anyone know the script to do this? I asume it's something like set Data(DATATYPE,NAME,FIELD,VALUE);
(I would asume you could just set each of the DATATYPE, NAME; FIELD and VALUE to a variable for the ease of it)
EDIT: Solved it. Shouldnt have posted here.
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I once saw a way to edit data (like increasing damage done by an effect) with a trigger using custom script.
Do anyone know the script to do this? I asume it's something like set Data(DATATYPE,NAME,FIELD,VALUE);
(I would asume you could just set each of the DATATYPE, NAME; FIELD and VALUE to a variable for the ease of it)
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@Bilxor: Go
The banelings would be invincible, as you can not target / select the banelings.
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@DrSuperEvil: Go
Nope, it would most likely work like a missile - It could be anything, the baneling is only to apply to the theme of the casting unit.
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Where do I modify the range that a unit will start attacking an enemy?
I got some units which attack move towards a location, but they encounter enemies on the way, but some of the ranged enemies just get to stand by and attack without getting attacked.
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I dublicated the Colossus, and the weapon aswell. A dublicated all the actors and effects, and set all the actors events refering to effect, to the coresponding new version. And now when I test it, the beam stays there when fired. The launch location follows the dublicated colossus, so it walks around with a huge load of beams sticking out of it, which will stay untill death, where the beams will stick to the death location.
I thought it would be that there were no destroy event in the actor events, but as far as I know, there is?:
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@Trinseno: Go
If you are planning on using all the same stats and abilities, I'd suggest dublicating the zealot and then change the actor to your needs.
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The title might be a little misleading, but here goes; I want to create an ability that spawns 5 baneling unit (the roling baneling) circling around a the casting unit, and explodes upon contact with an enemy unit, dealing damage in a raduis.
The banelings should persist for 7 seconds, after which they would explode. The banelings should circle around the caster, and keep a constant location (meaning that if the main unit moves, the banelings should move coresponding to that, and still keep their rotating location).
Can this be done with data (if yes, how would I do it?) or should I use triggers?
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Absolutely amazing! I cant believe the amount of work you've put into this - good job!
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@DrSuperEvil: Go
I think I'll make it with a trigger, as it seems like it would be simpler, but it's always good to learn something new :) Thank you for the help :D
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@BasharTeg: Go
Thank you for the help, I set up a system that changes 10 "+1 attribute" into a "+10 attributes", a changes 10 "+10 attributes" into a "+100 attributes".
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@BasharTeg: Go
Does that mean, if I want to increase agility by 10 (permenently) I will have to have a behavior stay on the unit for the entire game? Or is there a way to make the effect of a behavior persist, when removing it?
(It's a solution, so thank you, I am just conserned that if I have to use this method, having 5 different behaviors each with 600+ stacks. That would end up making the game lag)
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@BasharTeg: Go
Derp :3 haha brainfart - thank you :D
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Is there a way to check if the damage kind, triggering the event; "Unit Takes Damage", is spell damage?