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    posted a message on Saving points

    I have a few "camps" where the heroes can go and kill units for money.

    If they chase the heroes however, and get stunned, sometimes they stay out of their camps.

    Is there any way i can change this?

    My first thought was to save all the "points" where the unit normally stands and trigger it to move back.

    But im not sure how to do that. If one unit die, doesnt the array get screwed up?

    Thanks!

    Posted in: Triggers
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    posted a message on Attribute changed spam [Solved]

    @Sendlirn: Go

    So. I found the problem. Or what solved the situation at least.

    A behaviour was modified through the heal amount upgrade, a shield behaviour that was supposed to shield more. Which i guess seemed to affect the other attributes somehow.

    Now it doesnt spam the upgrade trigger, and everything works without problem.

    Thanks again FunkyUserName for your tips and help!

    Posted in: Data
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    posted a message on Attribute changed spam [Solved]

    @FunkyUserName: Go

    So it seemed i had some dorment triggers that were spamming, because i hadn't specified them enough. Mainly a few updating the tooltip when i didnt need it, because i had not specified what behaviour it was supposed to react to.

    After cleaning them up i still seem to stand in front of a problem.

    Attribute change seems to activate all the time, for some reason. I have tried to specify them as much as i can.

    Unfortunately, i need to update the tooltip and upgrades when the attribute changes.

    Ideas? Many thanks in advance!

    Posted in: Data
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    posted a message on Attribute changed spam [Solved]

    @FunkyUserName: Go

    - The hero levels up and gains attribute points (works fine!)

    - The hero picks up items that gives stat boosts. Strenght, speed and spell. Strenght and Speed works fine.

    - When the hero picks items that boosts the attribute, the attribute changes.

    - Que the triggers, that will make sure the right tooltip is showing, and will upgrade the heroes accordingly.

    - When a hero picks up a spell attribuet item, the game starts lagging. This does not happend when the heroes level up, or when i tried to upgrade once in the beginning of the map. Neither does it lag when i pick up strenght and speed items.

    - When removing all data in the heal modifier upgrade, the game did not lag anymore.

    Posted in: Data
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    posted a message on Attribute changed spam [Solved]

    @FunkyUserName: Go

    Didnt seem to lag when i just upgraded.

    When i take up the item however, it lags. It seemed to be because of the heal bonus upgrade.(i excluded them one by one to see which one was causing the lag).

    Posted in: Data
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    posted a message on Attribute changed spam [Solved]

    So - My big project have hit a major roadblock. Before, i scaled my units through upgrades. As the unit gained an attribute, that attribute gave the player the next upgrade. Strenght 3, gave strenght upgrade 3, and so on.

    Now i just realised that the game lagged like 'hell broke lose' and noticed it was because i tried to upgrade the modify unit effects. Is there any knowledge of this? Is create healer effect better to scale? Is it because of scaling fractions?

    Thanks again to all who have helped me along the way to where i am now.

    Posted in: Data
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    posted a message on Wait for channel to end

    Making channel abilities, but their cooldowns are applied in the beginning of the channel ability (not when the channel is done, as it should).

    Im not sure what flags to check, or what fields to edit. Ive messed around alot with refundable, cancelable, and similarly, without any result.

    Anyone know? Your help is very much appriciated :)

    Posted in: Data
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    posted a message on Alliance chat problem

    So, now the default chat is all chat- which is not very constructive.

    Ive tried to search the forums, but i dont seem to find any sollution.

    Does anyone know how you go about changing it?

    Posted in: Data
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    posted a message on Not buildable

    @Sendlirn: Go

    So. He upgraded to heart of the swarm. When he did that, all the units where available again.

    Maybe it had something to do with the use of campaign units?

    Posted in: Data
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    posted a message on Not buildable

    @FunkyUserName: Go

    Its a building. Its a train ability. Im certain my friend can find the hydras. Theres enough upkeep and resources.

    I watched the replay, and everything seems to be in order.

    It has no requirements- But it almost seems there is (since it was missing for him).

    We talked about it, and three out of four available trainable units where gone.

    Posted in: Data
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    posted a message on Not buildable

    Me and my friends were playtesting my map. But the hydras that you were supposed to be able to build did not show up.

    When the roles where switched i could build them.

    Whats wrong? Why didnt the hydras show up?

    Posted in: Data
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    posted a message on A damage over time "splat-model".

    Ive tried to create an "Area of effect" (aoe) cursor that shows exactly where my "Damage over time" abilities ends. That way, units can evade and not take damage, get stunned, or whatever the effect is.

    The problem now seems to be that the generic splats can be seen through fog of war (even though ive tried to flag them to hidden under fog of war).

    Ive also tried to show the Aoes with a "range actor", but that also seems to be visible through fog of war. I dont know if it has anything to do with the fact that i own the unit. The actor is attached to the units behaviour. But ive made sure that the unit has no sight, so it should work. Right? Is there something im missing?

    Is there any model that is good to use? Any tips you guys can give me? Thanks.

    Posted in: Data
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    posted a message on Several spell animations

    @FunkyUserName: Go

    Abil.Ability1.SourceChannelStart > Animplay Work Spell PlayForever

    Abil.Ability1.SourceChannelStop > AnimClear Work

    WeaponStart.Weapon1.AttackStart > Animplay Attack1 Spell Playforever

    WeaponStop.Weapon1.AttackStop > Animclear Attack1

    Abil.Ability3.SourceChannelStart > Animplay Heroic Spell Playforever

    Abil.Ability3.SourceChannelStop > AnimClear Heroic

    Something like that...

    Posted in: Data
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    posted a message on Several spell animations

    Im not sure if this is very easy to accomplish, and i just dont know it, or if its a bit more tricky than i thought. So, i have a hero character that i want to give several spell animations (for diffrent abilities). But when i have several ability.channel. events in the actor, sometimes some of the spell animations is not executed. How do i need to set up the spell animations in order for them all to work?

    Many thanks.

    Posted in: Data
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    posted a message on Periodic Beam

    @abvdzh: Go

    Wow, that looks awesome! Youre really talented!

    Posted in: Data
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