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    posted a message on Hardened Shields

    Has anyone figured out how to alter Immortal's Hardened Shield passive? I've been "studying" the default, and I changed the only numbers that seemed to make sense. Since it said it reduced damage to 10, I changed all the numbers that said 10 to the number I want (5), and it hasn't affected the final damage. The hardened shield animation triggers, but the damage stays at 10, even though the unit is doing 9 damage.. (seen from text tag).

    Upon further testing just now, with 3 different units that do 6, 7 and 8 damage respectively, the hardened shields damage changes correctly to 5. I'm at a complete loss as to why ONLY 9 (10 and above work as intended as well) damage INCREASES the damage to 10?

    EDIT: Attached a video (still processing) to show proof.

    Posted in: Miscellaneous Development
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    posted a message on [WIP] Working Title: Minion Assault

    Ok, now that I've finally been taught how to use these particular forums, the images have been fixed as attachments. Much easier to view.

    Posted in: Project Workplace
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    posted a message on [WIP] Working Title: Minion Assault

    This is a shameless bump, with a little added info.

    I am still working on this, and it seems that the "AI" I've made suddenly creates units once again (even though I didn't touch a single one of those triggers since I got fed up trying to fix it..), and am now just in the process of balancing units.

    I would also like to add in the ability for the players to be able to use a few select skills (to be determined) during combat. I'm leaning towards them being usable after X number of kills, though possibly with a few other parameters such as gas being maxed, having 0 minerals, etc.

    Posted in: Project Workplace
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    posted a message on Create UI Skills
    Quote from moronsonofboron: Go

    I think the recent Mouselook/Traceline tutorial might be of interest to you, as it provides a method of targeting units and points with the mouse. All you have to figure out on your end is switching a "casting" state whenever your Screen Button is clicked. You may also want to display a Dialog with text describing the currently selected skill.

    However, a simpler solution may be the "Point Clicked" event, if you don't plan on having FPS-like accuracy involved.

    I'm not going for FPS accuracy, I just need an area around the cursor to do the skill I've selected; basically, area effect attacks. It's for a game I'm almost ready to release, I just need to get the skills to work from the UI because I feel like having a unit do the skills makes things needlessly complicated for the player.

    Posted in: Miscellaneous Development
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    posted a message on Create UI Skills

    How would I go about making a skill that's castable from a UI button, then you click on the screen where you want the skill cast?

    For example, say I want an area attack to freeze all unit actions in a radius around my cursor? The way I'd want it to work, is I'd click the button, we'll call it "Freeze," and then I would select the area I want frozen and it would then proceed to freeze all enemies in that area.

    Posted in: Miscellaneous Development
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    posted a message on Ababmer's Playable Terrain Gallery

    @Ababmer: Go

    How are you creating mountains like in picture 4 and 6? They look so natural.. mine are just always rounded or too pointy and make no sense.

    Posted in: Terrain
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    posted a message on Heroes of Might & Magic

    @Ice_bane: Go

    Funny you mention this, because I was thinking about it, myself. I was just playing HoMM 3 with my buddy last night. I'd like to do it, if anyone wants to collaborate with it.

    Posted in: Project Workplace
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    posted a message on Resource Cost
    Thanks so much! Worked like a charm.
    Posted in: Miscellaneous Development
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    posted a message on Resource Cost
    Thanks for the reply. Your solution for 1 doesn't work. Even if you create 15 units, they're all apparently considered "last created unit." This won't work for me because my Nexus can create all the units, and I just need Probes themselves to be destroyed. I just don't understand where in the trigger editor is the option to say "any probe enters map". As for point 3, thanks. That worked great.
    Posted in: Miscellaneous Development
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    posted a message on Resource Cost
    Hey, thanks for the reply. Those were all helpful. A couple new things have come up, and if anyone could help with them, that would be great: 1) In a trigger, how do you specify a specific unit that isn't on the map yet? Say a Nexus creates a Probe, but I don't want Probes usable so I want it destroyed when it's created. How would I do it just for the Probe itself and not "any unit?" 2) Regions and points have me a bit confused.. How can I separate regions for specific players? Such as, if Player 1 brings any unit to a region, something happens, but if Player 2 brings any unit to that same region, nothing will happen? 3) Lastly, how can I make it so specific units aren't selectable at all?
    Posted in: Miscellaneous Development
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    posted a message on Resource Cost
    I have 0 experience with the WC3 Editor, and with how difficult the GE is, I'm just simply trying to create a (supposedly) simple map for the sake of getting SOMETHING finished (and learn stuff in the process). I just have a few questions that I cannot for the life of me figure out. 1) How do you change the cost (and time) of units to build them? 2) How can I completely remove the food indicator in the top right? 3) How does one go about getting the start location to be centered on game start for specific players? Only thing I can figure out is to attach to a region.. which defeats the purpose of a start location, in my eyes, and it causes it to center for all the players on that one region.. which leads me to the next question.. 4) Where is the trigger option from SC1 "current player" equivalent? "Current Player" in SC1 made it so that no matter what player number you were, the trigger worked individually for each player (such as start location centering, unit creations, upgrades, etc) 5) How do I get a unit to attack-move to a location? I'm sure there's more, but I think this should be enough to get my project nearly completed. Thanks in advance. EDIT: Can't change post title, so it's slightly misleading, sorry.
    Posted in: Miscellaneous Development
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