I've come up with something that allows me to modify the unit's experience/ minerals when a unit is killed with a reflect ability. Basically, as Karawasa said, I added a Combat: Death Response dummy effect. Then I detected this effect with triggers using the "Effect Used" event. Finally I used Set Property (Experience) and Modify Player Property (Minerals) to update my unit.
The math doesn't work out perfectly as I do not know how to pull up a specific game link through triggers. If anyone else knows what I can change to get the Experience Reward of a unit in the trigger, that would be welcome. For now, my trigger looks like this:
Rezzing this thread b/c I was on the news page. If anyone is interested in making game dialogs for Lane Runner, shoot me a PM. It would be great to get this working for the map market place. My main goal would be to improve the UI and help make the game easier to understand for new players and give players more information about what's going on in other lanes.
I have a unit in my game that uses the Varian Minsk campaign model that only appears in the cinematics. The unit I created with him animates fine and looks good in game, only you cannot select him with the box. The unit has a Ref_StatusBar attachment point but I can't seem to use it for selecting by attaching anything to it. This is a problem because one of the unit's main abilities is to summon other units and you cannot select all of your minions and your hero at the same time.
I tried changing the model of the unit to the hit test sphere and added the Varian model as an attachment to the sphere and I am able to box select the unit but now it does not animate when the unit walks. It plays the stand animation on birth and I have an event to play the talk animation when the unit fires it's weapon and both work fine. But I cannot get him to walk
I've tried events like "Move - Hero Unit - Any; Animation Play: Walk" and "unit movement update - Walk; Animation bracket start; content: walk", with various combinations of those two and neither of these work. I also tried using the hit test actor to signal the Vairan actor. "hit test: unit movement update: walk (mover:move); signal:walk" "hero: signal; walk: animation play: walk"
I'm not 100% sure I'm using the signals right or what exactly triggers the event "unit movement update" or "mover:move" but none of that seems to work. I'm currently at work so I don't have the file or pictures of the actor events, but I can post them later if all this doesn't make sense.
Is a freakin' sweet game. I just had to give some props to Bounty for continuing to create great games out of new ideas. I'm personally tired of seeing all the same Tug, TD, DOTA maps dominating the popularity system and am glad someone is coming up with something original.
I have a reflect ability in my map that is a search area that applies a buff to enemy units with a negative life leach factor. When a unit essentially kills itself on the hero with this spell, the hero who applied the buff does not get credit.
I've tried modifying the Kill Credit field, but that's just changes who gets credit for kills that are made by the unit the buff is currently on. I've tried triggering the kill credit using Event:"unit dies" Condition: "triggering unit has behavior" but I can't find an action to give kill credit to the unit who applied the buff to the enemy. This doesn't even begin to touch on kill xp or money rewards.
Anyone have an idea of something I can try without having to significantly change the ability?
for the guesser, I would recommend keeping track of the questions and answers somewhere so he can begin to develop an idea of how the other person will answer.
0
I've come up with something that allows me to modify the unit's experience/ minerals when a unit is killed with a reflect ability. Basically, as Karawasa said, I added a Combat: Death Response dummy effect. Then I detected this effect with triggers using the "Effect Used" event. Finally I used Set Property (Experience) and Modify Player Property (Minerals) to update my unit.
The math doesn't work out perfectly as I do not know how to pull up a specific game link through triggers. If anyone else knows what I can change to get the Experience Reward of a unit in the trigger, that would be welcome. For now, my trigger looks like this:
0
Update: 0.8
1. Balance
Commando:
Psionist:
C'kruik:
Elarae:
Morvok:
2. Arena
3. Game
0
Update: 0.7
1. Balance
Aldris:
Col. Vlath:
C'kruik:
Psionist
2. Arena
3. Game
0
Update:
Game-
1. Replaced rocks with gates.
2. Replaced barriers at entrance to base with gates.
3. C-4 now destroys barriers.
0
Update:
Game -
Balance-
Majesty:
Col. Vlath:
C'kruik:
Aldris:
0
Made the front page news. Give the game a play and let me know what you think!
0
Rezzing this thread b/c I was on the news page. If anyone is interested in making game dialogs for Lane Runner, shoot me a PM. It would be great to get this working for the map market place. My main goal would be to improve the UI and help make the game easier to understand for new players and give players more information about what's going on in other lanes.
0
I have a unit in my game that uses the Varian Minsk campaign model that only appears in the cinematics. The unit I created with him animates fine and looks good in game, only you cannot select him with the box. The unit has a Ref_StatusBar attachment point but I can't seem to use it for selecting by attaching anything to it. This is a problem because one of the unit's main abilities is to summon other units and you cannot select all of your minions and your hero at the same time.
I tried changing the model of the unit to the hit test sphere and added the Varian model as an attachment to the sphere and I am able to box select the unit but now it does not animate when the unit walks. It plays the stand animation on birth and I have an event to play the talk animation when the unit fires it's weapon and both work fine. But I cannot get him to walk
I've tried events like "Move - Hero Unit - Any; Animation Play: Walk" and "unit movement update - Walk; Animation bracket start; content: walk", with various combinations of those two and neither of these work. I also tried using the hit test actor to signal the Vairan actor. "hit test: unit movement update: walk (mover:move); signal:walk" "hero: signal; walk: animation play: walk"
I'm not 100% sure I'm using the signals right or what exactly triggers the event "unit movement update" or "mover:move" but none of that seems to work. I'm currently at work so I don't have the file or pictures of the actor events, but I can post them later if all this doesn't make sense.
0
The game goes live at 12 AM PDT on 5/15 worldwide. So that's like 8 AM GMT, I think. But I'm terrible with time zones.
0
@IliIilI: Go
No I do not have the map published on EU, if you can only play on EU, I can try and work something out.
0
Is a freakin' sweet game. I just had to give some props to Bounty for continuing to create great games out of new ideas. I'm personally tired of seeing all the same Tug, TD, DOTA maps dominating the popularity system and am glad someone is coming up with something original.
Keep up the good work Bounty.
0
It does not appear to have worked. The unit dies with the behavior but I still do not get credit on my hero.
This is the behavior:
and this is the kill effect
I changed launch location to caster here. I'm not sure what else you might have meant by "caster source"
0
I have a reflect ability in my map that is a search area that applies a buff to enemy units with a negative life leach factor. When a unit essentially kills itself on the hero with this spell, the hero who applied the buff does not get credit.
I've tried modifying the Kill Credit field, but that's just changes who gets credit for kills that are made by the unit the buff is currently on. I've tried triggering the kill credit using Event:"unit dies" Condition: "triggering unit has behavior" but I can't find an action to give kill credit to the unit who applied the buff to the enemy. This doesn't even begin to touch on kill xp or money rewards.
Anyone have an idea of something I can try without having to significantly change the ability?
0
@Vortexx2010: Go
Part 2
This part comes in right when Team 1 raids Team 2's base.
0
for the guesser, I would recommend keeping track of the questions and answers somewhere so he can begin to develop an idea of how the other person will answer.