Isn't there a minimum targets field in the search effect. BTW validators don't work in search area effects, you'll have to put it in the effect that the search calls for.
The Damage Effect handles that I think, theres a field with a flag that asks if bonuses should be collapsed. The field should be called Display Flags, and be found in the Damage Effect, else its in the Weapon Fields.
Smart Validator is for abilities that uses smart cast. Smart cast is to make abilities activate on right-click like the move or attack abilities. You want to put the validator on the effect that the ability does to do ability validation.
Would it be possible for someone to remove the photon cannon head from the sc2 model and keep the attack animation?
Would anyone be kind enough to do this for me? :D Thanks in advance.
Oh man Necromancer? I can't wait. The spells looks amazing, and the sounds sound imported? The spells remind me of a wc3 style, and I love them :D. Waiting for a good hero siege since forever.
Most hero sieges is just 1 base and mobs come to the base bunched up. Item shop behind the base and upgrades to the home base on the building. I have some cool ideas I thought of, will probably post them later though, unless you want to add me on Skype : Necromoni.
@Necromoni: Go Well, I saw MOBA players complaining about it. What if the team gets 5 Abathurs? It is simply impossible to play like that. The whole genre is built over the ideas a good team has a good arrangement of roles.
Talents are not enough to change roles that much.
The matchmaking system wont put 5 abathurs together -_-, not even 2
@StealthToast: Go But it seems players will be able to expand that selection pretty fast. What got me worried is that without a team, players will select a hero and go blindly find a match with no knowledge of what the rest of the team picked. Someone correct me here if I got it wrong.
Yeah, but I think the heroes that they're making can go with eachother easily. The role selection begins at talents I think.
The armor ID might be the same causing them to be the same.
Top of the tooltip should have an ID ex. "Armor/Name/LavaCritter"
then on top of the ultralisk's armor tooltip you'll need a different one called ex. "Armor/Name/CustomUltralisk"
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Isn't there a minimum targets field in the search effect. BTW validators don't work in search area effects, you'll have to put it in the effect that the search calls for.
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http://www.sc2mapster.com/forums/development/data/66135-solved-buffs-to-increase-unit-stats/#p4
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The Damage Effect handles that I think, theres a field with a flag that asks if bonuses should be collapsed. The field should be called Display Flags, and be found in the Damage Effect, else its in the Weapon Fields.
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Smart Validator is for abilities that uses smart cast. Smart cast is to make abilities activate on right-click like the move or attack abilities. You want to put the validator on the effect that the ability does to do ability validation.
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Would it be possible for someone to remove the photon cannon head from the sc2 model and keep the attack animation? Would anyone be kind enough to do this for me? :D Thanks in advance.
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Oh man Necromancer? I can't wait. The spells looks amazing, and the sounds sound imported? The spells remind me of a wc3 style, and I love them :D. Waiting for a good hero siege since forever.
Most hero sieges is just 1 base and mobs come to the base bunched up. Item shop behind the base and upgrades to the home base on the building. I have some cool ideas I thought of, will probably post them later though, unless you want to add me on Skype : Necromoni.
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You'll probably need a combination of validators and a switch effect. Much easier in triggers.
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My life is complete
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I need
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The matchmaking system wont put 5 abathurs together -_-, not even 2
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Try setting the "Find" field in the validator to disabled instead of enabled?
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Yeah, but I think the heroes that they're making can go with eachother easily. The role selection begins at talents I think.
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Must it be done in the AI Editor? Or are you doing your AI using triggers/galaxy script.
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The armor ID might be the same causing them to be the same.
Top of the tooltip should have an ID ex. "Armor/Name/LavaCritter" then on top of the ultralisk's armor tooltip you'll need a different one called ex. "Armor/Name/CustomUltralisk"
I'm assuming you have them both empty.
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So you want these dialog buttons to do what the built in buttons already do, since you're replacing the UI.