simple
Player Group - Add player 1 to PlayerTeams[0]
Player Group - Add all players in (Allies of player 1) to PlayerTeams[0]
Player Group - Add all players in (Enemies of player 1) to PlayerTeams[1]
(for 2 teams only)
Quote from alderis:
yeah I'm pretty sure that was the major difference between Enfos and HLW, also I think enfos boards were usually top down instead of side to side but I don't think its all that important to follow every single aspect of the way something used to be its good to add some new ideas to any project which foundation comes from WC3 and/or SC. I wish you luck though Hero creation is to say the least a bitch especially when dealing with creating skills. From our team's personally experience good skills that are fairly complex take usually about a day of data editor/scripting work (bleh).
yeah, I think I'm gonna wait for the retail version, and hope for some important editor fixes :/
Quote from zifoon:
@pixartist: Go Well depends "when" you want to catch the damage response. Handling usually works. Ideally, since the damage taken trigger activates after the damage is actually taken, using damage handling effect with dummy evasion/critical buff then checking when the unit is damaged for that dummy buff, it will catch when the damage response happens. Of course that also means you can remove the dummy behavior when that trigger is triggered without any repercussion (resulting in a perfect MUI trigger).
@zifoon:
I'm aware of that.. (0.9^2 = 0.81). I set the max stacking amount to 25 and could not see any increase in the damage response effect though ;(
@Reves:
dude, your avatar is freaking me out, how the hell can it be so 3d ? :D
on topic: why didn't blizzard implement a local keypress event, that just sends any traffic when the trigger is actually triggered? I'm sure they have a good reason for it, but it still sucks and is not what I expected from a modern engine..
Hm nice, but wouldn't it be possible to set "fraction" to 2 instead of putting the damage effect into the handle field ?
also, when exactly does damage response trigger? I thought it would only trigger when the unit with the behavior TAKES damage ?! If the location changes this, wouldn't fraction work then ?
also, zifoon, you seem to be pretty experienced with the editor, any idea how to catch a critical / evasion event with a trigger ?
@alderis:
okay this looks kinda promising, but do you have any idea how to change - let's say - the chance of an damage response behavior ? (without creating an effect for every level)
How to stack a behavior on a unit? I made a custom behavior that gives a unit evasion, but I can't seem to stack it even though i put both stacking fields to 25. I could not find a field in the editor that stacks the behavior from the start and i tried adding it several times via trigger, but it seems not to stack (evasion did not increase)
I set the evasion chance to 0.7 so after a few stacks it SHOULD be close to 1 but I did not see any change in the evasion behavior
halp
Okay, in wc3 there where a LOT of maps that had like 100 hero levels, meaning about 25 levels of one skill. I really can't imagine, that we actually have to create 25 copies of the skill+behavior+effect etc for this. There just HAS to be a way to make a skill change with the hero level. To begin with, I'd like to create a combat mastery skill that has evasion. Now in the editor I have a field for "Chance" (behavior damage response) which obviously cannot take dynamic values. So I will have to modify this from outside somehow. But how? This just HAS to be possible...
I WOULD try creating a new attribute which is increased by the hero skill level, BUT unfortunately attributeBehaviors don't have a damage response field, which is, in fact, retarded...
Progress was quicker then I expected, the basic functionality (except heroes) is done:
- Income
- Lives
- Unit spawn & movement
- Unit despawn
- Unit summoning menu
- very basic leaderboard
The best thing is this:
This function means that I can add a new unit to the game with ONE single action. It will automaticly create an entry in the Build menu including the tooltip and button positioning, and add the unit to all important variables in the game. The unit can be used instantly, without further coding.
@xenrathe:
I don't know why it closes it, but it does -.-
edit: it's a galaxy bug. screen button pressed events will be toggled by ANY dialog button press
Quote from xenrathe:
@pixartist:
Hrm, have you considered just making them screen buttons? I JUST put two screen buttons and a dialog together, and they work fine.
that would be quite annoying since i have an array which stores all those dialog buttons, so i can check which one was pressed in a trigger. there has to be a way -.-
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@pixartist:
Progress was quicker then I expected, the basic functionality (except heroes) is done:
- Income
- Lives
- Unit spawn & movement
- Unit despawn
- Unit summoning menu
- very basic leaderboard
The best thing is this:
This function means that I can add a new unit to the game with ONE single action. It will automaticly create an entry in the Build menu including the tooltip and button positioning, and add the unit to all important variables in the game. The unit can be used instantly, without further coding.
Ingame screen:
http://www.n00bie.de/pics/ingame1.jpg
still noone interested in helping me ?
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