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    posted a message on Harvesting minerals question

    What exactly do I need to change in the data editor to allow as many SCVs as I want to mine from one patch of minerals at the same time?

    Thank you

    Posted in: Miscellaneous Development
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    posted a message on Difficulty Multiplyer trigger help!

    @Klishu: Go

    IT WORKS HURRAY! Thank you Klishu

    Posted in: Miscellaneous Development
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    posted a message on Difficulty Multiplyer trigger help!

    @s3rius: Go

    Quick followup question for you. When I go to setup the Unit Group - For each unit unit in (Last created units) do (Actions), the trigger is automatically disabled and when I try to re-enable it, it says "Parameter value has not been set (Unit)" When I click on unit to set the perameter there is nothing to choose from...What am I supposed to do?

    Posted in: Miscellaneous Development
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    posted a message on Difficulty Multiplyer trigger help!

    Right now when my game starts up a "select difficulty" dialog pops up and allows the players to select their difficulty. I've done the triggering for choosing the average of every difficulty selected and storing that as a global "real" variable which is called "HP difficulty multiplyer"

    Here is what I'm trying to accomplish. Each unit that is created for each new wave have his hitpoints adjusted by taking the base of that units hitpoints and multiplying it by the "HP difficulty multiplyer. Here is what I have so far, but I'm not getting any results.

            Timer - Wave Timer expires
        Local Variables
        Conditions
        Actions
            Sound - Play UI_TerranWarningPing for (All players) (at 100.0% volume, skip the first 0.0 seconds)
            Timer - Hide Wave Timer Window for (All players)
            Unit - Create Wave Spawn Amount 1[Current Wave] Wave Unit Types 1[Current Wave] for player 5 at (Random point in Spawn Region) facing 270.0 degrees (No Options)
            Unit - Create Wave Spawn Amount 2[Current Wave] Wave Unit Types 2[Current Wave] for player 5 at (Random point in Spawn Region) facing 270.0 degrees (No Options)
            Unit - Create Wave Spawn Amount 3[Current Wave] Wave Unit Types 3[Current Wave] for player 5 at (Random point in Spawn Region) facing 270.0 degrees (No Options)
            Unit - Set (Created unit) Maximum Life to (((Created unit) Life (Current)) * HP Difficulty Multiplier)
            Unit - Set (Created unit) Life to (((Created unit) Life (Current)) * HP Difficulty Multiplier)
            Variable - Modify Current Wave: + 1
    

    There are 3 different groups of monsters that spawn each wave (hence the 3 actions dealing with "Create spawn amount 1,2,3[current wave]..." My tower defense setup spawns bulk units at a time not 1 at a time (the game mechanic works to my like with grouped enemies rather than spitting one unit out at a time).

    The Unit - Set (Created unit) Maximum Life to (((Created unit) Life (Current)) * HP Difficulty Multiplier) Unit - Set (Created unit) Life to (((Created unit) Life (Current)) * HP Difficulty Multiplier)

    is where I'm having the trouble. It would seem that I have something mixed up somewhere since the HP of the units is not changing. (Side question: is using "created unit" a bad idea since I created 3 different monster bulks at the same time? I would hate to have the Hitpoints swapped. Any help would b e much appreciated thank you.

    Posted in: Miscellaneous Development
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    posted a message on Void Ray beam visuals please help!

    Normally, there are 3 phases of attacks for the void ray that last 3.6 seconds before transferring to the next tier of damage maxing out at the 3rd phase. I altered the Void Ray a bit, Now each phase is attached to 3 weapons. The void ray starts with the first weapon that only fires the first phase of damage. If they upgrade to the second weapon then it triggers the 2nd phase. And finally, if they upgrade from weapon 2 to weapon 3 then the last phase of the damage is used.

    Here is my problem. When the second weaopon is purchased the damage is being done to the targets as it should for second phase damage, but there is no visual beam attack the target. It is gone. Same goes for the 3rd weapon. The first phase of damage shows the light beam, but not for the second phase or the 3rd phase.

    Can anyone help me get the visual for the phase 2 and 3 damage of the void ray attached? I believe how Blizzard initially setup the void ray was to only show the second phase visual if the first phase beam was already firing. and same for the 3rd. But there must be a way to get this to work. Anyone?

    Thank you

    Posted in: Miscellaneous Development
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    posted a message on TD voidray beam problem

    @KamNinja: Go

    Thank you so much. I got it to work!

    Posted in: Miscellaneous Development
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    posted a message on TD voidray beam problem

    I created a tower with the "fleet beacon" model I setup the weapon for the tower to have the void ray "prismatic beam." The problem is anytime the tower attacks a unit an additional small laser attachs itself to whatever unit the tower is attacking (the additional beam runs perpendicular to the actual attack beam). I just now figured out that if I use the voidray model for the tower the additional beam goes away. Once I switch the model back over the additional beam shows up. Frankly, it's very annoying.

    What I would like is to have the fleetbeacon model with NO additional beam running perpendicular to the original beam.

    BTW, the additional beam seems to attach to the unit that is being attacked. Please help

    Posted in: Miscellaneous Development
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    posted a message on help with multiple attacks.

    A couple of questions. First, I want to add more laser attacks to the colossus. Traditionally, the colossus fires 2 thermal beams each period for the weapon. I would like to have 4 or maybe even 6 beams going out at the same time. Second, I would like to have these beams attack different enemies, not all 6 beams on the first enemy it acquires. How do I do this exactly?

    Thank you

    Posted in: Miscellaneous Development
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    posted a message on attacking 2 units at same time

    @Helral: Go

    I was able to get everything except setting the targeting behavior on the weapon to only target enemies without the buff. Where exactly is this done? tHANK YOU

    Posted in: Miscellaneous Development
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    posted a message on attacking 2 units at same time

    Not talking about splash damage. Rather, thinking of the mothership's weapons. The lasers on that I believe attack multiple targets at the exact same time with two different lasers or whatever. How do I do this?

    Posted in: Miscellaneous Development
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    posted a message on Unit pathing for a TD please help!

    @Vexal: Go

    That doesn't work for the design of my map. Like I said, if the tower wall is constructed later down the lane from the mobs (because of my zig zag path) the units bump into the closest corner facing the end region and stay there. and in your case the only way it would work is if the user constructs a line of towers starting at where the units gather and lead it all the way to the tower wall. Because if the towers aren't within the units aggro range (which is like 7 range I believe) they wont attack.

    Posted in: Miscellaneous Development
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    posted a message on what is the proper way to do a DoT spell?

    Long story short, doing a TD and one of my towers applies a DoT behavior to units. I was running into a bug where if this tower shot the last enemy in a wave and the unit died by the DoT effect the next wave never came. (Have a trigger that runs a check whenever a unit dies and if it's the last unit of the wave it will proceed to next wave. Come to find out that my DoT behavior actually isn't killing the unit even though the unit explodes.

    Here is the damage over time behavior that is applied "Modifications+ life regeneration bonus -2" so every second that goes by the unit degenerates 2 health for the duration of the behavior. But like I said when a unit dies this way the game doesn't recognize this as a death. The player who built the tower that applied the buff also doesn't get any bounty reward when the unit dies.

    So my question is simple: How are you guys setting up DoT effects? I want to make sure when a player that applies the DoT effect to the unit gets credit for killing it when the unit kills over down the road. Also that the game picks it up as a legitimate kill (and that my trigger recongizes it as a death). Thank you in advance.

    Posted in: Miscellaneous Development
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    posted a message on Unit pathing for a TD please help!

    @Vexal: Go

    And to answer your question, this is what I would like to happen:

    1. if pathing is clear units "move" to end region. 2. if pathing is blocked by buildings units continue to run the normal course until they reach the obstructed area. At this point I want the enemy to attack towers until path is clear, at that point I want the mobs to stop attack towers immediately and continue moving to the end region.

    Posted in: Miscellaneous Development
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    posted a message on Unit pathing for a TD please help!

    @Vexal: Go

    To get the units that spawn to move in the first place I issue a move command to "end region" I've done significant testing and if I don't use any triggers here is what happens. The units move towards end point, if path is blocked units head in the direction of the target region and stop when they hit a wall. Once they hit the wall (without a trigger) the move command is cancelled and the units will then attack anything that is within their aggro range (including towers) after all units within aggro range are dead they do "not" start moving towards the original issued order. On the other hand, if nothing is in their aggro range they stay put. which means (ive tested this) if the path is blocked further down the line (keep in mind the entire path is zig zaggy) the units stay in the corner.

    What I have now is the closest I've gotten to success, but I'm missing something else. Someone please help

    Posted in: Miscellaneous Development
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