• 0

    posted a message on (Solved) Several simple abilities

    They are copies of each other. Except for the spell they deactivate they are 100% similar.

    Both are using a Use Cooldown.

    If I make both setups deactivate both abilities the abilities don't work properly. The apply behavior ability just instantly stops once it's casted with this change.

    P.S.: I have another problem. She can build a building that uses the model of the Psi Indoctrinator. When I destroy that building it leaves behind a smoking pile of debris that never disappears. How can I make that disappear? I can use a different Death Animation, but it would be great if I could use the Psi Indoctrinator Death (it's a cool animation) ... if that rest of the building wouldn't stay there forever.

    Edit: I found it (the cooldown issue). The cost location of Ability A was "Unit" the other abilities location was "Ability".

    So here note for everyone reading this thread: If you want to make a shared cooldown that is different from the normal cooldown of the abilities, then add an effect "Apply Behavior" to your ability. Make a behavior, go to Behavior: Modifcation+ and the "Ability" Tab. Add your the abilities you want this ability to share the cooldown with to the list of disabled abilities. Then change the duration of the behavior to the shared cooldown.

    If you want the abilities own cooldown to STOP while they are disabled then go to Abilities -> Your Ability -> Cost+ and make sure the cooldown location is set to "Ability". If you want the abilities cooldown to KEEP COOLING DOWN while they are disabled set the cooldown location to "Unit".

    Nice things we learn from coincidences like this.

    Posted in: Data
  • 0

    posted a message on (Solved) Several simple abilities

    Deactivating the other ability works best for me TBH. Validators give ugly errors and Requirements are terribly hard to do while deactivating is just a few clicks.

    One funny problem though: Let's always assume the other ability is cooling down at the moment.

    When I activate ability A the cooldown of ability B will stop for 30 seconds, in other words: 30 seconds are added to it's cooldown.

    But when I activate ability B the cooldown of ability A WON'T stop so it just prevents me from using it for 30 seconds while the cooldown keeps running down.

    I don't get why one of my "lockout" effects let's the ability cooldown stop and the other won't they are 100% identical. I could deal with both stopping the cooldown or both letting it keep running, but one doing it and the other not is UGLY and annoying. I would prefer that both don't stop the CD and just deactivate the ability.

    Posted in: Data
  • 0

    posted a message on (Solved) Several simple abilities

    I want the one ability to have 75 second cooldown, the other to have 180 seconds, they should only share 30, is that possible? Because I can't seem to make it work.

    Also: The passives where you can only choose on per Tier. I am currently trying to make the Tier 0 passives work, so I don't need the "CountUpgrade TierX" thingy yet.

    So it's just And -> Less Than -> Sum -> CountUpgrade PassiveA/CountUpgrade PassiveB/CountUpgrade PassiveC/Constant 1

    (Note: All my passive stuff could be done with Upgrade -> Effects, as they all are +% attackspeed or modifying an ability cost etc.)

    In the Research Ability I set the button to "Restricted" and added the Requirement. Maybe it's because I added the same requirement to all three upgrades? But that doesn't make sense...

    Note 2: Without the requirement they work just fine... except for the "you have to choose 1"-part.

    Edit: I did it with And -> Not -> Passive A Researched <- Not -> Passive B Researched <- Not -> Passive C Researched

    The Cooldown Problem persists though.

    Posted in: Data
  • 0

    posted a message on (Solved) Several simple abilities

    I made it work with validators, when I try to cast one ability 0-30 sec after the other I get an error sound and "Error" on the left side. But this is not pretty, can you tell me how to give them a shared CD with the link ID (or the modify unit effect IDC)? Because I want it to be pretty and not "working but ugly".

    Posted in: Data
  • 0

    posted a message on (Solved) Several simple abilities
    Quote from Photoloss: Go

    @Scythe1250: Go For locking out the abilities make both apply a buff to the caster (duration 30 seconds) and either make the buff deactivate the abilities or add "not having this buff" to the Requirement node for casting the ability. Either use 1 buff to lock both abilities or make 2 different ones so each ability only locks out the other one.

    I need a bit help on that. Which kind does the validator need to be? Unit Compare Behavior Count?

    Posted in: Data
  • 0

    posted a message on (Solved) Several simple abilities

    I used "Use" - it works on all the active abilities and I could make it work even on Dissolve without any problem.

    But whatever I use as player scope on the validator it won't work.

    Edit: I have to set the Validator: Find flag to enabled - then it works.

    P.S.: The passives are grey when the abilities aren't researched and race-colored (I enabled that) when they are researched - in other words: It works perfectly now.

    Posted in: Data
  • 0

    posted a message on (Solved) Several simple abilities

    Okay, currently it is like this: I added a set effect to the weapon named "Nova Weapon Set" which contains the Weapon Effect (aka the normal damage effect) plus the "Modify Unit" Effect that adds energy and the "Apply Behavior" Effect that adds the stacking movement speed buff.

    I have a requirement "CountUpgrade - Adrenaline - Complete" - the same requirement works for all the active abilities, so I think this is fine.

    Then I made a "Player Requirement" validator that uses the above requirement as value.

    I added that validator to the Modify Unit and Apply Behavior Effect.

    Nevertheless she gets the energy/movement speed buff even without the research. What's wrong?

    Posted in: Data
  • 0

    posted a message on (Solved) Several simple abilities

    Okay I have another problem though. I am adding upgrades and thus requirements to my abilities, but I have trouble doing that with Adrenaline and Dissolve, the both passive abilities.

    Adrenaline is the set of effects I just dropped on the weapon to test it - the 5 energy on hit and the movement speed buff behavior. I want that passive to become active once the research has finished, but I have no idea how to do that.

    Dissolve is the cloak when you get hit. It's just a behavior that has a damage response which triggers an effect what is again a behavior that cloaks. So I tried to make an effect that adds this behavior (with the damage response) into an ability, but that didn't work. When I add the behavior directly to the unit then it works of course.

    Further I have a sub-menu in her command card that displays the passives, I would like them to be grey until the research is finished.

    Posted in: Data
  • 0

    posted a message on (Solved) Several simple abilities

    Okay I could do everything on my own, I am surprised that it was quite easy. (Thanks for the help anyway)

    The only thing left to do is the upgrades. Meaning the tech tree for the unit with the Tiers I mentioned before. And of course the passives.

    Since I will be searching a guide for that I might also learn that on my own let's not mess with that right now. But there is one thing you can help me with: I made a shield wireframe for Nova in Photoshop (was really easy) and added it and it works fine. The thing that doesn't work fine is that Nova doesn't have the proper attach point for shields. So what I did that lead to me noticing this was: I went to her model and then Attachment: Attachment Properties+ and added an entry ID: Origin, Radius Target: 1.0; Shield Radius: 1.0 and changed the squib type to "Shield".

    But that didn't lead to a shield showing on her in the game. That's not necessary IMO, since she has hardened shields animations on shield-hit but I want the error message gone that I get.

    CActorAction Blah Cannot fully initialize impact monitor; could not find target attach volume on attach id (Ref_center) on target: CActorUnit(Nova) Model (Nova) m3 (Nova) Radii (Contact 0.38 Vis 0.78) FoW (0,0,0,0). The target model has TAVs on other attach points however. To address this error, either configure the attack to succesfully find the target's TAVs or do not use CActerSiteOpAttackVolume, if the attack does not need to use TAVs.

    Would be nice if someone could translate that in what I can do to fix that error.

    Posted in: Data
  • 0

    posted a message on (Solved) Several simple abilities

    Okay that worked.

    I am done with the abilities so far, now I just need to make the Tech Tree and do a few other things:

    • The builder needs the ability to repair
    • The builder needs a sub-menu where 1 building is aviable to be built
    • I need to create that building
    • That building has to have all kinds of upgrades
    • It has to be able to construct one unit which I also have to create
    • That unit needs to be able to gather wood (I think that minerals work for that)
    • The main unit also needs to be able to gather wood btw
    Posted in: Data
  • 0

    posted a message on (Solved) Several simple abilities

    http://i.imgur.com/BmQqzBx.png

    This is how the Modify Unit ability looks like, but it's not working.

    Posted in: Data
  • 0

    posted a message on (Solved) Several simple abilities

    @Photoloss: Go

    I of course linked to the behavior I want to remove, still it won't work. I will try with the Unit -> Source field. Will the root then also be removed from other damage sources?

    Edit: Yes now it works, it seems other units can also break the spell (that's good).

    Yesterday I already did the on-hit. The speed buff works exactly like I want (stacks, each stack has its own duration), but the energy gain on hit is not working, even though I did it exactly like you said with a "Modify Unit"-Effect. I integrated the effects into the weapon. How I do this "check for upgrade" validator I have no idea, but I didn't try yet, I want to finish the abilities first.

    On-hit cloak should be no problem, I just did different stuff first. And yes I know about the definitions, I was merely summarizing everything but spell damage with physical.

    Feedback might become EMP, I am still tweaking the concept of the unit.

    The cloak/timescale buff has been done successfully yesterday. Worked like a charm.

    Locking each other out sounds quite easy now, I think I will go with the hidden buff and the requirement "not having this buff".

    The Tier system and research should be doable, I just didn't mess with that yet. About the passives: I thought about the charge thing, but I don't want to have it on the unit, but on the one building she can build. And something I am not sure if I was clear: When you unlock a tier, you get 3 passives to choose from, but you can only take one. The next tier you get three entirely different passives and again can only choose one. If you played Tycoon Tower Defense then you know what I mean.

    Thanks for the help so far.

    Posted in: Data
  • 0

    posted a message on (Solved) Several simple abilities

    Yeah that's exactly what I did, but I think I failed somewhere at the removal effect, the question is: Where? The dev said the removal effect has to be very specific but I have no idea what I can do to make it work.

    Posted in: Data
  • 0

    posted a message on (Solved) Several simple abilities

    I would tag this thread better but this goes pretty much all across the Data sections so it wouldn't make much sense to specify something.

    I am currently helping the developer of "Island Defense" (NA) by making a builder.

    The builder is pretty simple as I knew GE would give him or at least me trouble, but nevertheless I have trouble and need some advice. I watched a lot of guides that deal with hero creation and abilities and they helped me a lot, but now my questions become very specific and it's hard to find guides who cover them.

    First of all a short description all the things I need:

    1. Builder having a sub menu with 1 building inside
    2. That building having 1 unit to produce
    3. A metric ton of abilities for the builder
    4. The research "tree"

    So I think 1 & 2 & 4 can wait, as I can figure them out myself.

    I am stuck with abilities now.

    What I already have:

    • A passive behavior that reduces damage while shields are active to a maximum of 1
    • An ability that can be activated to regenerate 100% of the shields instantly
    • An aura that increases the sight range of all units + the builder by 1.5.
    • An ability that makes you immune to spell-damage for 7 seconds.
    • An ability that roots the target in place for 4 seconds.

    The last one is the first problem. I want the root-behavior to be dispelled when the target takes any damage. I made an "remove behavior" effect and added it to "damage response" but to no effect - I did something wrong.

    Abilities that still need to be done:

    • A researchable passive that applies a behavior which lets you gain 5 energy per attack and a 0.05 movement speed buff which stacks but doesn't refresh on reapplication.
    • Another researchable passive that makes you cloak for 0.75 seconds whenever you take physical damage (I think I can do this without help)
    • Feedback, but a maybe impossible version. I want it to be targeted and drain energy from the main target and all targets in a 4 radius around it, dealing 0.5 damage per point of energy burned to the main target, meaning that the more units you hit the more damage the main target gets. If that is impossible or unnecessarily hard then an AoE Feedback would be enough.
    • A buff that increases movement speed by 1.5, attackspeed by 70%, decreases attackdamage by 70% and makes your attacks slow the target every 3rd hit for 99%.
    • An ability that cloaks the caster and all units in a 7 range radius for 10 seconds plus increasing their timescale by 15%. Note: The last two mentioned abilities are meant to lock each other out for 30 seconds.

    As for the research system: You start at Tier 0 and can upgrade till Tier 3 Every Tier upgrade you can choose between 1 of 3 passive abilities. Of course they have to disable the 2 you have not chosen.

    So would anyone like to help me with these things? I know it's a lot, but I am also sure they all aren't really difficult and some are even trivial.

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