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    posted a message on How do I get rid of unused flickering buff Icons from stacked aura towers

    I have a problem that is more asthetics then mechanic.

    Lets say I have 2 buildings that give an aura to damage buff. They are upgradable by up to 5 ranks. If a unit is in range of 2 of the towers of different ranks. lets say rank 1 and rank 2, the higher rank aura is the one that is applied with no stacking (it's what I want).

    However, there is another flickering icon of the lower rank buff underneath the active buff on the unit within range of the 2 buildings that provide the buff.

    This flickering buff is not active on the unit. I just want to make this unused flickering buff icon not appear at all if another more powerful aura is being used within range of the less powerful aura.

    Posted in: Miscellaneous Development
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    posted a message on Change/remove the turret range graphic when placing turret

    @Honz: Go

    I dont' think it's part of the model itself. Looking at the actuall model itself the range circle isn't there. It's added somehow. I can add it to selected units via events, but can't figure out how to add when I have the placement ready to go down, wether it's the green wireframe model or just the finished model.

    Posted in: Miscellaneous Development
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    posted a message on Creating a custom tooltip for a weapon

    @sonnert: Go

    Have you found an answer to this? I would like to know for myself.

    Posted in: Miscellaneous Development
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    posted a message on How do I get rid of the '0' in the weapon icon?

    Bump hoping someone knows :)

    Posted in: Miscellaneous Development
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    posted a message on [Data] Working with Beams (Beginner Difficulty)

    Thank you very much for this tutorial.

    It's like every new part of my mod I'm making I get into something new that has to be done and finding tutorials just helps the learning curve.

    Good work :)

    Posted in: Tutorials
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    posted a message on How? one weapon, shooting 4 targets at the same time, or 1 target 4 times
    Quote from FrozenFirebat: Go

    @Covet78: Go

    Instead of it calling 4 seperate effects, you can have a persistent shoot 4 times... either all at once, or with a delay.

    Tie the effects together in this order: Weapon > Persistent > Search > Damage.

    The persistent will then call 4 shots (giving it 4 periods), then those 4 shots will follow the guidelines of the search perimeter. You can set the arc of the weapon to fire only in so wide of a angle and it's target sorting to prioritize units in different fashions. (i.e. Highest HP, lowest HP, range to target, range from primary target, random, etc)

    Awsome. Works great. Thanks so much :)

    Posted in: Miscellaneous Development
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    posted a message on How? one weapon, shooting 4 targets at the same time, or 1 target 4 times

    @FrozenFirebat: Go

    I can see the logic now. Going to play around with it. it should work nicely. Thanks a bunch.

    Posted in: Miscellaneous Development
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    posted a message on How? one weapon, shooting 4 targets at the same time, or 1 target 4 times

    Hey I got a complicated problem. I am trying to make a weapon have always 4 period counts, but also have the ability to hit up to 4 targets at the same time without 16 shots leaving the weapon.

    I can easily make him have 4 period counts (4 shots), and can also easily make hit him 4 targets ([Effects] Search). The problem I am having is if I have the search effect, the weapon basically hits each of the 4 targets 4 times each in a sense giving this little dude 16 shots per period.

    That is not good lol. It's gotta be 4 shots always. never more, never less. But being able to leave the unit with seperate projectiles hitting seperate units.

    example: Unit shoots weapon. 2 enemies on front of the unit. 2 shots hits each enemy.

    Unit shoots weapon. 4 enemies on front of the unit. 1 shot hits each enemy.

    Unit shoots weapon. 3 enemies on front of the unit. 2 shots hit 1 enemy, 1 shot each hit the other 2.

    Unit shots weapon. 1 enemy on front of the unit. 4 shots hit the 1 enemy.

    Anyone know how to do this? please share :)

    Posted in: Miscellaneous Development
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    posted a message on data editor genius needed

    @Etravex: Go

    I smell Bloons Tower Defense :)

    Posted in: Miscellaneous Development
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    posted a message on [?] Can't drag-select interceptor unit

    EDIT: PROBLEM RESOLVED

    I'm also trying to find the answer for this. But not for the same reason. I'm trying to do the opposite. I've made 3 kinds of units, all from scratch. And for some reason, only 1 is not selectable using the drag-selection box method. I can click on it.. i can double click it, but not drag select box. This is what I want for the other 2 units I created. But sadly, they work with the selection box.

    I also believe it has something to do with the model.

    EDIT: I just found the answer 5 minutes after posting my original reply.

    It is in the MODEL not the UNIT. Under the field SELECTION LAYER.

    Set it to 0 if you want to be able to drag-select it. I put it to 1 and 2 for different units and drag-box selection no longer works on them.

    but that's just for my units. I looked at the interceptor model and it's already set to 0.. so it might also be in conjuction with another field. But deffinetly look in the MODEL.

    It worked for me :) good luck

    EDIT 2: OK, selection layer works where it will select the objects in the same layer with priority going to the lower numbered selection layer. Try and play with that. I could be wrong, this is just from experimenting.

    Posted in: Miscellaneous Development
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    posted a message on Disabling drag-selection box

    Bump. I need the answer as well.

    It's wierd. I have 3 custom units. all made from scratch the same way, one of them will not get selected in a selection box while the others will. doesn't matter if i have 10 of each for a total of 30. the 10 of them will not get selected. This is what I want, except for all the different units. If I have 31 units on my screen, and I make a selection box, I only want my one 'main' unit to get selected. the other units can be selected individually.

    I just can't find the fields to manipulate this. Ive checked my unit that isn't affected by the selection box and compared field for field with the other units that are and I can't find the difference.

    Hoping someone can help.

    Posted in: Miscellaneous Development
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    posted a message on Change/remove the turret range graphic when placing turret

    @Covet78: Go

    bump... hoping someone can help :)

    Posted in: Miscellaneous Development
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    posted a message on How do I get rid of the '0' in the weapon icon?

    Just wondering if anyone knows how to get rid of the 0 that shows up in the weapon icon in the UI bottom center of the screen when you have a unit selected?

    I can't for the life of me find out how to remove that.

    Also if anyone knows how to remove the HP on the tooltip when you have a unit selected, and you mouse over the Unit icon in the bottom center of the screen beside the weapon/shields/armor icons. I really don't want the HP displayed in the tooltip.

    Thanks :)

    Posted in: Miscellaneous Development
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    posted a message on Upgrade level in tooltip

    @Devourerofsouls: Go

    I'm having a similar type of problem except it's with my towers.

    When I upgrade a tower, the UI in the bottom centre, when I mouse over the picture of the unit, still displays the first button Tooltip even though I have it set up in the buttons to display something else. Still trying to find an answer for it. On another upgrade from level 3 to level 4, the tooltip is just gone, yet the same information on both buttons is identical. I dont' know which field i'm missing.

    Posted in: Miscellaneous Development
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    posted a message on Where do I set the icon for the morph ability?

    Resolved - Was an entry in the Ability - Info+ underneath the correct Unit titled (Unknown) .. sigh just deleting it fixed it.

    Posted in: Miscellaneous Development
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