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    posted a message on (Solved) Reflect Ability and Kill Credit

    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:

    Reflect Kill
        Events
            Environment - Player (Owner of Elarae) uses Effect Elarae - Reflect Kill (Dummy)
        Local Variables
        Conditions
        Actions
            Player - Modify player (Owner of Elarae) Minerals: Add (Minerals cost of (Triggering Effect Unit Type(Target)))
            Unit - Set Elarae Experience to ((Elarae Experience (Current)) + ((Minerals cost of (Triggering Effect Unit Type(Target))) * 10))
    
    Posted in: Data
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    posted a message on Lane Runner

    Update: 0.8

    1. Balance

    Commando:

    • Turret weapon upgrade 2, attack speed reduced to 0.9
    • Turret weapon upgrade 3, attack speed reduced to 1.2

    Psionist:

    • Psi Storm now effects structures.

    C'kruik:

    • Remote mines now effect structures.

    Elarae:

    • Nova now effects structures.

    Morvok:

    • Jump now effects structures.

    2. Arena

    • Item added - Regen Disc Booster. Increases the energy of the regeneration disc by 100 and recharge rate by 0.25
    • Item added - Cannon Weapon Upgrade. Increases the damage of all cannons by 10.
    • Loot added - Jet Pack - Temporarily gives a hero the ability to fly for 30 seconds. Drops from reapers.
    • Buy added - Added ability to purchase a regeneration disc at the Base Store.
    • Loot added - Regen Disc Booster drops from zerglings.

    3. Game

    • Added a tutorial
    • Reduced money lost on death to 50%
    Posted in: Map Feedback
  • 0

    posted a message on Lane Runner

    Update: 0.7

    1. Balance

    Aldris:

    • Raised minimum cooldown on Sniper Round from 0 to 0.2
    • Increased basic attack speed from 1 to 1.13
    • Subsonic Pulse upgrade changed from reduce cost to increase stun duration
    • Pulse now starts with a 2 second stun duration and upgrades to 2.5, 3, 4, 6, 10

    Col. Vlath:

    • Increased base damage from 6 (+4 Light) to 10 (+4 Light)
    • Increased Med Drop healing upgrade from 110, 125, 150, 200, 250 to 150, 200, 250, 350, 500
    • Med Drops now proplerly spread when multiples are dropped

    C'kruik:

    • Mines now properly harm heros and will not harm observers

    Psionist

    • Replaced Force Field with Slow Field ability that slows enemies for within 2.5 of the target area for 2 secons.
    • Upgrade Cost - 65,55,45,30,15
    • Upgrade Duration - 3,5,8,11,16 seconds
    • Upgrade Range - 7,8,9,10,11 range.

    2. Arena

    • Cross lane gates no longer close after being opened by a player.
    • Reduced cross lane gate open time from 120 to 100 seconds.

    3. Game

    • Changed icon for inventory; attempting to make more obvious.
    • Changed map pings for gate opening from green to yellow.
    Posted in: Map Feedback
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    posted a message on Lane Runner

    Update:

    Game-

    1. Replaced rocks with gates.

    • Gates open periodically throughout the game
    • If a player enters the area between gates, both gates will open for a short time.

    2. Replaced barriers at entrance to base with gates.

    • Center gate opens after 30 seconds of game time.
    • Outer gates open after 2nd maker is destroyed.
    • Players can still block base with purchased barriers placed in front or behind barriers.

    3. C-4 now destroys barriers.

    Posted in: Map Feedback
  • 0

    posted a message on Lane Runner

    Update:

    Game -

    • Made Barriers Selectable
    • Added tip for picking up Barrier in description.
    • Fixed actor issue with C'kruik's flame thrower
    • Fixed some actor issues that were causing lag in longer games.
    • Added arrows a beginning of lanes to help direct players

    Balance-

    Majesty:

    • Reduced max number of broodlings spawned from tumors from 12 to 10.
    • Reduced max life from 5000 to 3500

    Col. Vlath:

    • Increased spacing between multiple med drops
    • Increased healing amounts per Increase Heal level of med drop to 125, 150, 200, 250, 300.
    • Col. Vlath can now shoot air

    C'kruik:

    • C'kruik can now target cannons

    Aldris:

    • Corrected minimum range for Sub-sonic Pulse
    Posted in: Map Feedback
  • 0

    posted a message on Lane Runner <New Video>

    Made the front page news. Give the game a play and let me know what you think!

    Posted in: Map Feedback
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    posted a message on Trigger Editor Needed - Lobby, UI, AI

    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.

    Posted in: Team Recruitment
  • 0

    posted a message on Unable to select unit? (Model/Actor problem?)

    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.

    Posted in: Data
  • 0

    posted a message on It's Out

    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.

    Posted in: Off-Topic
  • 0

    posted a message on Fun or Not ratings

    @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.

    Posted in: Map Review
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    posted a message on Photon Discs

    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.

    Posted in: Map Review
  • 0

    posted a message on (Solved) Reflect Ability and Kill Credit

    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:

    Field	Elarae - Reflect Behavior 0
    Behavior: Alignment	Negative
    Behavior: Name	Reflect Behavior 0
    Combat: Damage Response - Chance	1
    Combat: Damage Response - Fatal	Enabled
    Combat: Damage Response - Handled	Kill (Caster) (Generic Kill Command)
    Combat: Damage Response - Modify Fraction	0
    Combat: Modification - Vital Leeched from Damage Dealt - Damage Kind	((-0.25|-0.25|-0.25|-0.25)|(0|0|0|0)|(0|0|0|0))
    Editor: Editor Categories	AbilityorEffectType:Units
    Editor: Editor Description	
    Editor: Editor Prefix	Elarae -
    Editor: Editor Suffix	
    Stats: Duration	0.3500
    Stats: Flags	Hidden
    

    and this is the kill effect

    Field	Kill (Caster) (Generic Kill Command)
    Editor: Editor Categories	Race:Terran
    Editor: Editor Description	
    Editor: Editor Name	Kill (Caster)
    Editor: Editor Prefix	
    Editor: Editor Suffix	(Generic Kill Command)
    Effect: Flags	Kill, Notification
    Effect: Response Flags	Acquire, Flee
    Search: Search Flags	Call For Help, Same Cliff Level
    Target: Launch Location - Value	Caster Unit)
    

    I changed launch location to caster here. I'm not sure what else you might have meant by "caster source"

    Posted in: Data
  • 0

    posted a message on (Solved) Reflect Ability and Kill Credit

    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?

    Posted in: Data
  • 0

    posted a message on Lane Runner <New Video>

    @Vortexx2010: Go

    Part 2

    Embed Removed: https://www.youtube.com/v/--D6r-W52g4?fs=1

    This part comes in right when Team 1 raids Team 2's base.

    Posted in: Map Feedback
  • 0

    posted a message on [Video] Would you rather.... Released!
    • go to mountains or beach
    • visit Europe or Australia
    • visit the moon or the bottom of the ocean
    • be feared or loved
    • lose a foot or a hand
    • go on a cruise or safari

    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.

    Posted in: Project Workplace
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