I had an existing unit which worked fine in every aspect. I wanted to set its model to the ForceField for testing new optics. The model shows correctly, but I can no longer select the unit. I compared the new model with an existing one, but couldn't find any difference. (I duplicated the forcefield model and set it as all models in the unit's actor.)
What do I need to change in Actor/Model (somewhere else?) in order to make the unit selectable?
The "normal" speed map has surfaced again -.- What the f*ck? I cannot actually proof it, but it seems all time spent on the correct version is counted towards the crappy version in regards to popularity which is NOT GOOD. Any ideas anyone? I wrote two tickets already, but this didn't get me further then "Use repair tool".
Well then you did overlook something :) With this code the actor won't show at all. Unfortunately I don't have a lot of time and not a very high understanding of how actors work so I am not inclined to experiment a lot. However, if you can get it to work please let me know. Thanks again and here is the modified event list in its current state (which seems to not work at all :/):
so I am making this TD and all is working well (thanks to you all around here :)
I created a completely new tower and for some reason this tower's gas cost is required to build some old tower. I checked all requirements and costs, but I couldn't find any error on my part. It seems that if the "old" tower has no (0) gas cost set it will take on the value from this new tower. For the lulz I set the gas cost of the old tower to a negative value to "counteract" this strange behaviour but then the old tower would cost -9 gas :E
Could this possibly have something to do with my build ability? But on the other hand, you can build the tower via morph upgrade and then it will still take on the gas cost if you choose this route.
I have absolutely no idea what causes this and I fear that this effect will occur again if I continue to create more new towers :/
edit I recreated the button and used a slot in the build ability which was unused before by all races. I still cannot reproduce the error, but all works now. Whatever that was :o
I feel like reviving the thread since I've got a very similar problem. I have a debuff which does burning damage over its duration (lasts like 15 seconds). I managed to attach the "ghost collateral fire nuke" model via an actor to the behaviour. Unfortunately the actor vanishes after a certain amount of time (which is less than the behaviour duration). I guess it has something to do with the stand animation play time? How can I make the model play for the whole duration until it I destroy it manually?
Yes, basically. Not sure, if the base damage or the percentage is calculated first, though.
Ok I did some extensive testing. Here are the results:
If you want a damage effect to deal % hp damage add the value as a fraction of 1 to the desired fields in the damage effects (30% = 0.300).
If the damage effect is triggered only the amount which would deal the most damage is applied! Afaik there is no way to change this. It is possibly connected to the fact that a damage effect always tries to maximize its effect. For example if you have an effect dealing 10 (20 vs armored, 5 vs bio) and it would encounter a "bio+armored" unit, the effect would deal 20 damage.
Example 2: If your damage effect deals 10% life damage and 10 damage a unit with 5000 hitpoints would suffer 500 damage. A diffrent unit with 10 hitpoints would die.
However, this mechanic will make for a very cool balanced oh-sh*t-button-nuke worker ability in my td map :)
Under the Damage effect the Effect - Vital Fraction Current field.
Can't test this right now, but if I were to set the Effect - Vital Fraction Current to 0.1 every time this damage effect fires the target would lose 10% of its current health in addition to its current effects right?
I wanted to use the Terratron model for a unit in my td, but after a given amount of time (one minute roughly) it just explodes. I guess this is some kind of actor event? Or is it something completely else? Anyway I need to fix this and have no clue how to. (I made a duplicate of the original terratron and removed all of his abilites etc). Has it possibly something to do with the fact I made it invulnerable?
I want a unit (which is very big) to be hit everywhere if it is fired uppon, not only in the center (seems to be a fallback value). What do I need to change in the unit/actor/model so that projectiles and beams hit the model at random places and not just the center?
I made all players be enemies and then I added Teamchat Alliance Aspect for every player. If you need non-agression or regular resource trading this may be enabled in the same way as well. The list of possible "Alliance Apsects" is quite long.
Code is as follows, assuming human players are 1 to 4:
if you play on EU and select "Tower Defense" maps you will likely see my current project "Icecrusher TD 2" somewhere on the first page. A few hours ago a second entry with my map appeared.
Exactly the same map, except the game speed is set to "Normal" (which is awfully slow and terrible to play). The problem now is, that people only join this slower version (since it is a little further up in the popularity). This s*cks for multiple reasons.
Now my question: How do I get rid of the normal speed version?
I didn't upload any changed variants of the map. I tried uploading the map again with other game speeds hidden etc, but so far no effect. Would uploading the map with a diffrent name/private help? However, that would crush my neat popularity I have going which really helps me test it. I'm kinda at a loss here. I will try to play up the faster version with a friend but as of know the diffrence is already above 30hours and rising -.-
Create a damage effect which deals a fraction of the damage you want (Either half or a quarter or so, depending on how smooth you want the damage to be)
In the behavior, instead of a negative regen, set the periodic effect to the one you just created and set it's period to whatever number you need (If the damage effect does half the desired damage, set period to 0.5, if it does a quarter of the damage, set period to 0.25, etc. so that you have the right DPS)
If its a fire trap, you can set the damage effects death type to fire so that units that have a fire death model use it.
Thank you very much for this very quick and very detailled answer.
I want an aura which applies a damage-over-time debuff on enemy units passing by (flame trap sort of). I got an aura which applies a working behaviour, but how do I make the behaviour deal damage to the unit over time?
The only way I came up so far is changing the "Uni Life Regeneration Bonus" to something negative, but in this way I cannot catch the unit's death via trigger (which I need for mutliple reasons).
Question: How to create a damage-over-time debuff?
(Or if all fails: Can someone catch a unit's death (easily+efficiently) via trigger even if it dies from its own negative regen?)
I would use a requirement, which you probably did. Requirements have 2 different nodes you can use: Show and Use. If you use Show, the icon will disappear, if the requirements are not met; if you use Use instead, it becomes greyed out. You can also specify a tooltip, so it doesn't just say "Requires: XY" but something like "Requires: Research of XY at your research building" or whatever.
All working now. Thank you.
Side note: If you have a show AND a use requirement node set and they are the same, the show takes precedence (everything under use is ignored).
0
Hi,
I had an existing unit which worked fine in every aspect. I wanted to set its model to the ForceField for testing new optics. The model shows correctly, but I can no longer select the unit. I compared the new model with an existing one, but couldn't find any difference. (I duplicated the forcefield model and set it as all models in the unit's actor.)
What do I need to change in Actor/Model (somewhere else?) in order to make the unit selectable?
Thanks,
BlacKcuD
Here is the model data entry:
And the actor data entry:
0
@BlacKcuD: Go
The "normal" speed map has surfaced again -.- What the f*ck? I cannot actually proof it, but it seems all time spent on the correct version is counted towards the crappy version in regards to popularity which is NOT GOOD. Any ideas anyone? I wrote two tickets already, but this didn't get me further then "Use repair tool".
0
Well then you did overlook something :) With this code the actor won't show at all. Unfortunately I don't have a lot of time and not a very high understanding of how actors work so I am not inclined to experiment a lot. However, if you can get it to work please let me know. Thanks again and here is the modified event list in its current state (which seems to not work at all :/):
0
I just tried to implement this, but unfortunately there is no msg type "Time Start"?! TimerSet and TimerKill are the only ones I could find.
0
Hi all,
so I am making this TD and all is working well (thanks to you all around here :) I created a completely new tower and for some reason this tower's gas cost is required to build some old tower. I checked all requirements and costs, but I couldn't find any error on my part. It seems that if the "old" tower has no (0) gas cost set it will take on the value from this new tower. For the lulz I set the gas cost of the old tower to a negative value to "counteract" this strange behaviour but then the old tower would cost -9 gas :E
Could this possibly have something to do with my build ability? But on the other hand, you can build the tower via morph upgrade and then it will still take on the gas cost if you choose this route.
I have absolutely no idea what causes this and I fear that this effect will occur again if I continue to create more new towers :/
0
@JuvialsRequiem: Go
I feel like reviving the thread since I've got a very similar problem. I have a debuff which does burning damage over its duration (lasts like 15 seconds). I managed to attach the "ghost collateral fire nuke" model via an actor to the behaviour. Unfortunately the actor vanishes after a certain amount of time (which is less than the behaviour duration). I guess it has something to do with the stand animation play time? How can I make the model play for the whole duration until it I destroy it manually?
0
Ok I did some extensive testing. Here are the results:
However, this mechanic will make for a very cool balanced oh-sh*t-button-nuke worker ability in my td map :)
0
Can't test this right now, but if I were to set the Effect - Vital Fraction Current to 0.1 every time this damage effect fires the target would lose 10% of its current health in addition to its current effects right?
0
Hi everyone,
I wanted to use the Terratron model for a unit in my td, but after a given amount of time (one minute roughly) it just explodes. I guess this is some kind of actor event? Or is it something completely else? Anyway I need to fix this and have no clue how to. (I made a duplicate of the original terratron and removed all of his abilites etc). Has it possibly something to do with the fact I made it invulnerable?
best regards,
BlacKcuD
0
Hi,
I want a unit (which is very big) to be hit everywhere if it is fired uppon, not only in the center (seems to be a fallback value). What do I need to change in the unit/actor/model so that projectiles and beams hit the model at random places and not just the center?
best regards, BlacKcuD
0
I just got this working for Icecrusher TD 2:
I made all players be enemies and then I added Teamchat Alliance Aspect for every player. If you need non-agression or regular resource trading this may be enabled in the same way as well. The list of possible "Alliance Apsects" is quite long.
Code is as follows, assuming human players are 1 to 4:
0
Hi everyone,
if you play on EU and select "Tower Defense" maps you will likely see my current project "Icecrusher TD 2" somewhere on the first page. A few hours ago a second entry with my map appeared.
Exactly the same map, except the game speed is set to "Normal" (which is awfully slow and terrible to play). The problem now is, that people only join this slower version (since it is a little further up in the popularity). This s*cks for multiple reasons.
Now my question: How do I get rid of the normal speed version?
I didn't upload any changed variants of the map. I tried uploading the map again with other game speeds hidden etc, but so far no effect. Would uploading the map with a diffrent name/private help? However, that would crush my neat popularity I have going which really helps me test it. I'm kinda at a loss here. I will try to play up the faster version with a friend but as of know the diffrence is already above 30hours and rising -.-
best regards,
BlacKcuD
0
Thank you very much for this very quick and very detailled answer.
0
Hi everyone,
I want an aura which applies a damage-over-time debuff on enemy units passing by (flame trap sort of). I got an aura which applies a working behaviour, but how do I make the behaviour deal damage to the unit over time? The only way I came up so far is changing the "Uni Life Regeneration Bonus" to something negative, but in this way I cannot catch the unit's death via trigger (which I need for mutliple reasons).
Question: How to create a damage-over-time debuff?
(Or if all fails: Can someone catch a unit's death (easily+efficiently) via trigger even if it dies from its own negative regen?)
best regards,
BlacKcuD
0
All working now. Thank you.
Side note: If you have a show AND a use requirement node set and they are the same, the show takes precedence (everything under use is ignored).