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    posted a message on New abilities for Kheldrun?

    @AegisRunestone: Go

    What every you want, master. =P But i think it's time i will soon go to bed... maybe there will be something in my dreams that fits to Kheldrun ;)

    Maybe you can somehow discripe his "style" so that we got some more guidelines.

    + And when you will pay me for helping you? =P

    Posted in: Miscellaneous Development
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    posted a message on New abilities for Kheldrun?

    @AegisRunestone: Go

    Yep this is a red fungal growth on them.... and i tint them...and like you see its working?! XD

    Posted in: Miscellaneous Development
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    posted a message on New abilities for Kheldrun?

    Acteurs can easily change the color of models. So i don't get where is the problem? So you only need to dublicate the acteur for fungalgrowth behavior and go under events.

    There you find an event that works on acteur creation. Make a new one that also works on acteur creation but this time this will triggers no scaling... except of this it will change the colors.

    ----

    Yeah =D jum jum

    Posted in: Miscellaneous Development
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    posted a message on New abilities for Kheldrun?

    I think i have some ideas about acteurs we can use... i will try to make out something.

    Wish you good luck for your date. ;)

    Edit: Reminds me of raspberries. XD

    Posted in: Miscellaneous Development
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    posted a message on New abilities for Kheldrun?

    How you have done it know?

    Hmmm... yeah i think my grafiks are okay. But my portraits aren't animated... i very miss the good old prerendered from SC1. It's very static.

    Yeah that something i wanted to say. Wasn't plague more red and sticky? ;)
    If you make an acteur note that have to link him to the behavior. All effects won't give you the needed appierance.

    So we are done with this? Where is the next one? :)

    Posted in: Miscellaneous Development
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    posted a message on New abilities for Kheldrun?

    Lol....

    I have changed the value of the Kheldrun - Plague (DrainLife) to -1.5625 and it works... it deals exactly 300 damage now. Only thing thats left is to see if we need an new validator.

    And THIS will ignore any kind of armor because it isn't damage. It is "modified" vital. ;)

    I hope you still believe in me and now i go to test the validator thing.

    Edit:
    Wow... this is awesome. If tested this on the marines and it still stops at 1 hit. Nice thing.

    Edit2:
    Now it's tested on each zerg unit and it works well. Draining 300 hitpoints totall and don't killing anyone. ;) If you still have my plague version it will be easy for you to get it working.

    Posted in: Miscellaneous Development
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    posted a message on New abilities for Kheldrun?

    I'm a little bit confused... your skill before deals 300 damage, but kills them? I'm not shure about the period... or the amount of -1 life isn't transfered 1:1.
    /*sign*
    Why it never can be easy? ;)

    Edit:
    Seems that SC2 can't handle 300 Periods in 12 seconds, only 192 are done and then the effects end. I checked it. There are only 16 periods per second able. This multiplied with 12 is 192. This is absolutly bad... so we have to deal 1.5625 damage per period. (This is kind a sick) I will try to get it work somehow.

    Posted in: Miscellaneous Development
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    posted a message on New abilities for Kheldrun?

    @AegisRunestone: Go

    Doesn't it? On which building you tryied it? On Zerg buildings?

    Edit:

    Yeah you absolutly right.... let's see whats wrong with it.

    Posted in: Miscellaneous Development
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    posted a message on New abilities for Kheldrun?

    I mean this by "Spine Barrier"...

    Quote from ShadowThanatos: Go

    Do not make the hydra too protoss-ish even though he is psionic. I prefer more bio-psionical things for a zerg hero or no psionic at all (bio is enough)

    But if you love sth psionical, I will think sth fun.....

    Spine Barrage: release 10 spine fly slowly in front of "hero", then release it with devastating speed, randomly attack enemy unit within (AOE) and reduce armor.

    but i haven't get any spines flying until yet. Not to an point without having an unit as target. I also don't really know how i will get them keep flying in front of your hero. Hope i will get an idea about this but there are many little abilities i'm am working on. And some things with dialogs also went totally wrong. Hmmm... maybe it's the german version that has still much issues? It's a little bit annoying and i still can't get the range for my cerebrat skill working aswell as variable casting costs... *arrggh*

    I will still give you any support if i can, but there are so much things left to learn...

    If i get anything in the direction of "spine barrier" to work i will show you. (It's a perfect study object.)

    But i also will work on any other interessting ability idea. ;)

    Posted in: Miscellaneous Development
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    posted a message on New abilities for Kheldrun?
    Quote from ragoulette: Go

    I can see that your hero is playing a lot with energy, but what if his health goes low?

    Maybe you could create a Canibalize-like spell. According to the lore of starcraft, Hydralisk weer passive creatures or something that only eats plants.... Anyway, by the zerg corruption, he became a hunter with an incredible bloodthirst and bla bla bla.

    Regen 50% of targets max HP over 7 or 8 seconds.

    OR you could create a bouncing spine, base your spell on the mutalisk attack, but change the tooltip with something like "Using his psionic abilities to redirect his spine onto others targets near the first..."

    Sounds like a cain lightning.
    But i like the one with the regeneration of life... maybe you can also add some energy? Because Kheldrun Spells have expensive spells like plague (150) dark swarm (100) and a little bit cheaper psi storm (75 energy). So it could be something between cannibalize and consume?

    Quote from AegisRunestone: Go

    I managed to fix it.

    This is what's needed. ->CBehaviorBuff_RemoveValidatorArray = {OneHealth}

    Not disable. Remove made it so once the unit reached 1 hp, the plague stopped.

    Sry... it was late again yesterday,
    but there is a reasen why i choose deactivate except of remove. In SC1 the red slim on units/building remains on them the whole 12 seconds, it isn't removed when the life runs to 1. It's still there but doesn't dealing damage, but if you heal the unit while it's still affected it will again go down to 1 hp.

    I know it's not a big thing if there aren't any healer or the unit's haven't any regeneration by thereself, but against zergs and terrans it will have and critical effect.

    So i have done some changes:

    • I removed the validator on the Kheldrun - Plague behavior. It has to stay the whole duration.
    • I removed the negativ regeneration of life modification on the Kheldrun - Plague behavior.
    • I removed your effect Kheldrun - Plague (Damge) and replaced it by Kheldrun - Plague (DrainLife) which was an unit modification effect that won't deal damage. It changes the vitalvalue directly (so no shield is affected). The value for vital modification is -1.
    • I linked the new Kheldrun - Plague (DrainLife) effect with your Kheldrun - Plague behavior.
    • I added the validator to Kheldrun - Plague (DrainLife) effect.

    So the buff will stay the whole duration on it's target but will only drain life if it's host have more then 1 lifepoints.

    But anyway. You did it very well. ;) Maybe you should add an dark templer to the map so that anyone can see that they get revealed by this spell.

    I will go to try creating this "spine barrier".

    Posted in: Miscellaneous Development
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    posted a message on New abilities for Kheldrun?

    @AegisRunestone: Go

    Yeah ;)

    I never said it because you've said you use an damage effect. So i thought it will be okay to link the validator to this effect... but using liferegeneration in the behavior changes much.

    OMG that patch drags my zerg trough hell.... seem it's here quite early as the last one.

    So and you don't have any idea about spell number 1 for your hero?
    I have consume ready ;) but i think this will conflicts with your energy regeneration ability while burrowed.

    Come. Gimme a wierd idea of an unexpected ability for a hydralisk. =D

    Edit:
    Well.. before i forgot it again. There is an ability that comes up in my mind some time ago.... maybe you can need an ability that opens a gap into the warpspace. All poor souls that come to close will be sucked into it and will reapier for a hmmm... 80% chance on a random point on the map and/or get some random damage by getting dislocated.
    It will target anyone who's to close (maybe except of Kheldrun) ;)

    Posted in: Miscellaneous Development
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    posted a message on New abilities for Kheldrun?

    Haha XD needed 60 seconds ;)

    You haven't changed the Period to 0.04. An you haven't set the validator for the behavior thats all.

    Edit:
    I also mentioned that there is an issue with your dark swarm... it isn't working on enemies? Good old dark swarm was covering your and enemy forces, but let them all deal there melee attack (if they have). Seems not working like this on your map.

    Posted in: Miscellaneous Development
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    posted a message on New abilities for Kheldrun?

    I solved this problem with using modified liferegeneration except of dealing damage.

    But you can also do this:

    There is an periodical behavior. So you have to make the value of a period very low. 25 damage per second means you ned 25 periods per second to deal 25 damage if you need to deal 1 damage per period.

    CBehavior_BuffPeriod to 0.04
    and
    CBehavior_Duration to 25*12 so 300

    Then you can also use the validator i told you and you must chance the damage of the linked effect to 1.

    Edit:
    .... sry again you don't have to change the duration... set it only to 12 and all should be right.

    Posted in: Miscellaneous Development
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    posted a message on New abilities for Kheldrun?

    @AegisRunestone: Go

    Well... here i can wait up to 24 hours until it reachs me -.-

    Posted in: Miscellaneous Development
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    posted a message on New abilities for Kheldrun?

    Hmmm... can you maybe upload? Then i can maybe fix it directly.

    Edit: Sry how much damage deals you damageeffect? I have built up my ability in an other way and the validator works well for me... but if your effects deals more then 1 damage it will sometimes kills the targets... (everytime they have an even number of hitpoints)

    Quote from AegisRunestone: Go

    @Demonette: Go

    Did both of those. Still kills off the unit.

    Also, the unit is STILL rooted even though you can command it to move, but it won't move until the effect wears off. :/

    Seems that my edit above comes to late.... you have to change 3 things alltogether. So one thing is left.

    Posted in: Miscellaneous Development
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