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    posted a message on Percentage Damage Increase

    This should be simple. All I want to do is increase all Melee, Spell, or Ranged damage from a unit by a percentage. Obviously, I used buffs, but they only seem to work when using the unit's standard weapon.

    I want the buff to increase ability damage as well.

    Things I've tried:

    Damage Response with a chance of 1, fraction of 2 and the appropriate damage type applied. Set to "Attacker". There was literally no result.

    Modification field > Combat sub-category. Set the appropriate fraction to 1. This affected my unit's primary weapon, but didn't change the damage dealt through behaviours or abilities.

    Am I doing something wrong?

    [Edit]: I did some more testing and the Modification method DOES actually alter the damage done by abilities, but only if they're data exclusive. Many of my abilities involve the unit being granted a periodic damage behaviour from my triggers or using the "create effect at point" actions. Even though I always make my unit the "caster unit" in my triggers, it doesn't seem to apply the damage percentage anymore.

    I'm no longer even certain that it's a data issue. Seems more like a trigger/data disconnect.

    Posted in: Data
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    posted a message on [Video] It's almost here...

    I've been waiting forever for tihs. Good job Karawasa. Can't wait to play it.

    Posted in: General Chat
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    posted a message on Making a model projecting constantly onscreen?

    This should probably be in the UI development thread.

    I would also like to see an easy way to implement this. I mean, in theory, you could do it with some needlessly complex calculations to find the point in the world that corresponds to the position on the UI, but that would be nearly impossible due to all the possible camera angles.

    @DrSuperEvil: Go

    He means things like the achievement popup or the actual UI frame. They aren't dialogs, they're full-scale .m3 models, which stick to the player's screen instead of the world.

    Posted in: Miscellaneous Development
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    posted a message on Mouse Movement and Click Events

    I'm about to do a two player test, but I'd really like more info if anybody has it, regarding eight players or so.

    [Edit]: It ran flawlessly with two players. I'd still like to know about more players though.

    Posted in: Miscellaneous Development
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    posted a message on Forcing Walk Animations to Loop?

    Play Forever works for looping the Content segment of an animation bracket. It can also keep the last animation frame of an animation play indefinitely without just switching back to the stand animation.

    Using a timer is tough, because it has to somehow shut off when the unit stops moving. It's not like a channeled effect that I can just keep looping for x amount of time.

    I tried using the baseline status terms, but they didn't seem to work at all.

    Posted in: Data
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    posted a message on Third Person Shooter System

    This system was made back in the beta. Back then, I did not realize how badly keyboard events would respond over B-net. It should not be used for multiplayer games.

    Posted in: Project Workplace
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    posted a message on [Open Beta] Formation Defense 2.0 [Now on B-Net!]

    Wow...father's day cut the time played down to about 1/3rd of what it was.

    No major bugs have been reported to me yet. EU will be up sometime this week hopefully.

    Posted in: Project Workplace
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    posted a message on Mouse Movement and Click Events

    Has anybody performed a multiplayer battle.net test for mouse click and mouse movement events?

    I was messing around with a diablo-style movement system the other day and thought it would work great for a competitive AoS map. Before I invest too much time though, I'd like to know it's actually feasible for online play.

    Posted in: Miscellaneous Development
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    posted a message on Why is my Map Listed Twice?

    My map has only one variant :S.

    So do they ever merge? Or will one of them eventually disappear?

    Posted in: General Chat
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    posted a message on Forcing Walk Animations to Loop?

    I'd like to set the Roach's baseline walk animation to Walk, Start, so it looks like he hops everywhere. Unfortunately, this animation doesn't naturally Loop, so the Roach plays the animation once and then just slides without any animation.

    How can you set a baseline to a non-looping animation?

    Posted in: Data
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    posted a message on [Video] I am BACK!

    @RodrigoAlves: Go

    I guess it all depends on the number of testers you have. For my own project, recruiting testers was like pulling teeth, so it got started incredibly slowly. If you've got a boost like that right off the bat, I imagine it would help alot. Due to the very nature of the popularity system, growth of a game is exponential, so the initial push is key.

    Posted in: General Chat
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    posted a message on searching map by quality not popularity

    @Mephs: Go

    Agreed. I think alot of maps get put into these few categories just to get them placed in a more exclusive popularity list, even if they don't actually belong in their category. More categories would be better for everybody.

    I think everybody agrees with the first page games sucking too. The only game I might give some credit to there is SOTIS, simply because I haven't played it since SC2 first came out, so I feel like I can't pass judgement. Everything else on the first page has no business being there, IMO.

    Posted in: General Chat
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    posted a message on [Video] I am BACK!

    I thought this was a joke at first, but MY GOD THAT LOOKS EPIC.

    Awesome music too.

    And seriously? 70 hours on the first day? How the heck did you pull that off?

    @ progammer: WTF?

    Posted in: General Chat
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    posted a message on Why is my Map Listed Twice?

    Why is my map listed twice on Battle.net? I've seen this happen many times during an update, but it was last updated several days ago and until tonight, I hadn't seen the second one.

    It's currently listed at both 48 hours and 58 hours. Does that mean it's actually been played for 106 total?

    Posted in: General Chat
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    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    Figured out my problem. I had the same texture twice :S.

    Now I have another problem though. I tried creating some generic textures and a local tint colour for a whole bunch of units. Strangely, out of the units I tried, only Raynor and Nova displayed everything properly. The others just glow like I've turned their HDR multiplier way up.

    These are the Roach, Infestor, Probe, Zeratul, Kerrigan, Stetmann (medic), and Tassadar. All of those units just start glowing, instead of applying the texture properly. It's very strange. Zeratul and Stetmann are sort of in-between. You can see the texture, but they seem to have a lot less detail on them and are brighter than normal.

    Posted in: Tutorials
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