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    posted a message on Damage Dealt Based On Missing Health

    I highly recommend to use a trigger for a missing health damage effect, because it's much smoother and more efficient.

    A small explanation - it's really easy:

    Data: Make your ability normally and name the damage effect something you remember (e.g. Ability Missing Health Damage). Make another damage effect and name it "Physical Damage" or "Spell Damage" or whatever TYPE the damage is going to be, because this will be the effect that actually deals damage later. Both these effects need to have amount = 0, because the trigger will add damage. Make sure to change the flags for your Missing Health Damage effect so it doesn't gain scaled/unscaled/fraction bonuses, because otherwise if you pick up an item with +10 damage your damage effect that should deal 0 damage suddenly deals 10.

    Go to triggers. Make a new one and name it like your ability so you can remember what it does. Add an Event "Unit takes damage". Now in that line change the field "effect" to the damage effect that you created for your ability, you find it in the "value" area. This will cause the trigger to trigger when a unit takes damage from the ability.

    We don't need variables or conditions.

    In the Actions section add an action "deal damage". You select your second damage effect (the one you named physical or spell dmg or similar) as the damage dealing effect. For target you select "triggering unit" and for caster "damaging unit", these can be found in "functions".

    Now the hard part - there is a part "with xxx bonus damage" - this is where we calculate the missing health damage. Basically what you do is - click on it, select "Expression", there you have an ~A~ - your first variable. We will need two variables so add another. Make ~A~ a function "Unit Property" and select Maximum Life (Current). Select function too for ~B~ then again Unit Property but this time Life (Current). The one thing left is how you want to deal damage. Say you want your ability to deal 8% missing health, then your expression needs to be (~A~-~B~)*0.08. You can copy-paste this no problem.

    Posted in: Data
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    posted a message on Quad Actor Issue

    Ah that's what you mean.

    If you had said Actor Events or a set scale action I would have known what you mean. Quad actors have quite a wide range of useful data fields so I wasn't thinking of Events.

    P.S.: It works somewhat, but it's still sloppy. Either at closer range or further range the quad goes through the cursor or has again distance to it.

    Posted in: Data
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    posted a message on Quad Actor Issue

    It's arrow shaped, AKA all three models are there. I tried changing the size of the arrow head and base, but it didn't change the fact that the tip is always the same range away from the cursor.

    Posted in: Data
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    posted a message on Quad Actor Issue

    Eeeeehhhem.

    I'm not sure how I managed to confuse you guys so much.

    I'ma try to explain it again.

    I have TWO abilities.

    Ability #1 needs a quad actor that works like the creep tower that just rotates with the mouse and doesn't change size. I got that working 3 days ago.

    Ability #2 actually needs a SCALED quad actor that changes its size based on the cursor. It does this already, but poorly. Like I showed in the screenshot the quad actor ends a certain distance from the cursor, but I want the tip of the quad to be inside the cursor.

    Posted in: Data
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    posted a message on Quad Actor Issue

    I already found that out as I said in the 2nd post.

    My current problem is that the scaled quad actor is too short. I have two abilities - one that requires the non-scaled one the "Visual Quad Down" and another ability that doesn't travel a set distance every time, but goes where your cursor goes. For that I use a Visual Quad Down Scaled actor. It does what it should more or less, the problem is that the tip of that quad ends 2-4 range from my cursor and not inside of my cursor. I messed around with various settings already, but nothing helped.

    Since cursors are hidden in screenshots I marked it with photoshop.

    http://i.imgur.com/puKq0Jv.jpg

    Note that the distance from quad to cursor stays the same no matter where you move it. It's not 50% of the distance or anything. It's a constant distance.

    Posted in: Data
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    posted a message on Need testers

    Changed time back to 22:00 GMT+1.

    Join the group instead of contacting me directly and just be online at the right time.

    Added that this is on the NA servers.

    Added pretty pictures.

    Posted in: Map Feedback
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    posted a message on Quad Actor Issue

    And where? I went through all the options already. The quad actor always has about 3 units distance to my cursor, but I have no idea why.

    Posted in: Data
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    posted a message on Quad Actor Issue

    Okay I randomly stumbled across the solution. There are different quad actors that get called in the events. Scaled is the one that does what I described above. If I take the normal one it doesn't do that.

    Now the question that remains is - why does the scaled quad actor take a certain distance from the cursor? Why isn't it attached to it directly? I have another ability for which the scaled one would be great if it would work properly.

    Posted in: Data
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    posted a message on Quad Actor Issue

    I'm using a quad actor to display a proper line skillshot cursor splat, however the line it displays changes depending on where the cursor is. When it's closer to the caster it becomes shorter. If you move it far away it wont get longer than the abilities range (which is good). But I want it to always have the maximum range.

    So for example if you have your cursor right next to your caster I want the quad actor to go through the cursor until it reaches its maximum range.

    Posted in: Data
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    posted a message on Need testers

    Updated OP, added website.

    I still need people to test for balancing. Bugs are only a minor problem anymore.

    Posted in: Map Feedback
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    posted a message on Need testers

    Changed testing times from 22:00 to 15:00 GMT+1, since I can't stay up that long at the moment.

    Posted in: Map Feedback
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    posted a message on Need testers

    Updated OP with properly formatted information.

    Posted in: Map Feedback
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    posted a message on Need testers

    Mostly you're right but: No matter how good a game is, it needs testers - and noone can talk about how awesome a game is if noone played it before.

    As for an exact time: 3th of July - 22:00 GMT +1

    As for the game: Island Defense lacks incentive for the builders to take risks. Basically - one side can sit back and wait for the other to lose (which is very boring for both actually) and the other has to work their butt off to even have a chance at winning. Trying to win in island defense is no fun at all. You need to make the game fun yourself. It's also way too complex for the depth it offers. Probes vs. Zealot is having a deeper issue, or should I say flatter? The game is flat like a sheet of paper. No depth, no interesting decisions, just "upgrade stuff" and "wait for resources". The only reason it's more successful than Island Defense is because it's so simple anyone can pick it up. Sadly the depth reflects that.

    My game focuses on making "trying to win" fun, by altering the mechanics and goals slightly. It still feels like Island Defense or (somewhat) like Probes vs. Zealot, but fairer than the former and deeper than the latter. You can choose from many builders (currently only 2, but this can be expanded indefinitely and I will definitely add more in the next days) and many Titans (also 2 atm). Your goal as Titan is to kill the fountains (the buildings that let builders respawn) which are located in slightly fortified bases which the builders can fortify further. However, to do so, they need to go outside these bases as resources are only found outside. The builders need to kill both Titans. Unlike ID, builders respawn in my game to allow for more riskier plays, a smoother learning curve and an overall increase of fun.

    Posted in: Map Feedback
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    posted a message on Need testers

    Daily from 18:00-4:00 GMT +1.

    Meaning 9am to 7pm western time.

    When exactly I cant say, usually I need to test small stuff. Exact times can be adjusted to fit the testers.

    The game is basically Island Defense with better game design. Or Probes vs. Zealot with more gameplay.

    Posted in: Map Feedback
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    posted a message on Leaderboard Background

    The problem doesnt have to do with Leaderboards.

    The Condition is that Owner of Killing Unit has to be an enemy of Owner of Triggering Unit.

    If I kill a unit with a trigger the Killing Unit doesn't exist, which makes the trigger give me an error.

    It shouldn't cause any problems, but the error messages are annoying.

    Posted in: Triggers
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