Charge is the only ability in the game of type Augment, so I don't really know what exactly Augment abilities do that other ability types don't.
My first thought is to change the Augment Ability Command to Move, though you probably already tried this.
My second thought is to say forget Augment, use an Instant that targets self with a Is Moving validator.
I'd give all loot an autocast ability like the items in the campaign. You get close to them, they'll cast.
Then you have a trigger, which does something like
Event - Any unit uses ItemProximity
Action - Order Triggering Ability Target Unit to (Smart Command) Triggering Unit
I'm not sure how many times I need to say this, but I need the unit to be targetable by AOE (Search) abilities, so flagging untargetable will just create a new problem.
That still lets players aim at the unit with an attack or something. I need something that would make the unit completely untouchable by players, but still touched by any aoe effects.
<<quote 280304>>
- i have my dummy behaviours (type buff) that do nothing - 3 different ones, called critical strike with x2, x3 or x4 extension for the levels.
in the tutorial that guy says its necessary to add the single behaviours also, that would mean the crit x2, x3 and x4 to the unit that wants to learn these things.<</quote>>
Nowhere does it say to add the actual behaviors. The actual behaviors should be on the (I'm guessing attack) effect, and check if your unit has the dummy behavior before applying the extra effect.
I have a unit that's basically supposed to be part of the background scenery, kind of like a doodad. Can't see its hp, can't select or click on it, nothing.
The problem is, there are some global effects in my map, done through data, and if I check the flag 'untargetable', these effects stop working on the unit. If I uncheck 'untargetable', the players can click on it and now they know its a unit.
Is there some way to make my unit completely untouchable by the player but still be affected by any effects or abilities through, say, a search area effect?
I'm working on a farming map that will have several trigger-heavy special events if you're interested. What's a good way to get in contact with you, preferably IM?
Right now its just 2 people, but I'm looking to get about 4, of differing skillsets.
Looking through the fields, the only thing that gives me ideas is Initiate Range Up on the Reaper Jump Behavior. If you set it to 0 or negative, it might cause the reaper to never try jumping up.
It might also completely ruin the pathing of the unit.
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Index as far as I recall is only the order in which items were picked up.
First item picked up, Item 1 is Index 1, etc. Not sure what happens when you drop one and pick up a new item.
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Charge is the only ability in the game of type Augment, so I don't really know what exactly Augment abilities do that other ability types don't.
My first thought is to change the Augment Ability Command to Move, though you probably already tried this.
My second thought is to say forget Augment, use an Instant that targets self with a Is Moving validator.
0
I'd give all loot an autocast ability like the items in the campaign. You get close to them, they'll cast.
Then you have a trigger, which does something like
Event - Any unit uses ItemProximity
Action - Order Triggering Ability Target Unit to (Smart Command) Triggering Unit
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Give it a damage response of flee rather than attack.
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You would use a requirement.
The requirement would read something like
Use
Show
- Equal to
-- CountUpgrade In Progress or Better
-- Constant 0
Then attach that requirement to your upgrade ability.
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That doesn't really help me much.
Its not a selection issue. I have the unselectable flag checked and it works fine. The problem is they can be targeted.
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I'm not sure how many times I need to say this, but I need the unit to be targetable by AOE (Search) abilities, so flagging untargetable will just create a new problem.
0
That still lets players aim at the unit with an attack or something. I need something that would make the unit completely untouchable by players, but still touched by any aoe effects.
0
<<quote 280304>>
- i have my dummy behaviours (type buff) that do nothing - 3 different ones, called critical strike with x2, x3 or x4 extension for the levels.in the tutorial that guy says its necessary to add the single behaviours also, that would mean the crit x2, x3 and x4 to the unit that wants to learn these things.<</quote>> Nowhere does it say to add the actual behaviors. The actual behaviors should be on the (I'm guessing attack) effect, and check if your unit has the dummy behavior before applying the extra effect.
0
I have a unit that's basically supposed to be part of the background scenery, kind of like a doodad. Can't see its hp, can't select or click on it, nothing.
The problem is, there are some global effects in my map, done through data, and if I check the flag 'untargetable', these effects stop working on the unit. If I uncheck 'untargetable', the players can click on it and now they know its a unit.
Is there some way to make my unit completely untouchable by the player but still be affected by any effects or abilities through, say, a search area effect?
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File -> Dependencies
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You're increasing damage through a behavior, right? Change the Maximum Stack Count higher than 1.
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I'm working on a farming map that will have several trigger-heavy special events if you're interested. What's a good way to get in contact with you, preferably IM?
Right now its just 2 people, but I'm looking to get about 4, of differing skillsets.
0
Can you set a validator somewhere that compares cliff levels and only allows lower ones?
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Looking through the fields, the only thing that gives me ideas is Initiate Range Up on the Reaper Jump Behavior. If you set it to 0 or negative, it might cause the reaper to never try jumping up. It might also completely ruin the pathing of the unit.