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    posted a message on [Data] Simple, One Shot, Linear Attacks
    Quote from Kueken531: Go

    Disabe the target-checking in the mover (Arrival Test Type -> none), set the driver to throw (or guidance with 0 orientation)

    Okay, this works (I assume you meant Arrival Test Type -> Never? I couldn't find "none"), except now the missile doesn't collide/blow up against enemies, even after increasing the search radius...

    Posted in: Tutorials
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    posted a message on [Data] Simple, One Shot, Linear Attacks
    Quote from Nahotnoj: Go

    With a missile, you don't really even need to do anything described in this tutorial. You can just give it a periodic searcher behavior with damage and suicide on impact, make it target a point, and voila, it works.

    Could I get some help on this?

    I made a missile with a periodic searcher. The missile blows up when it hits a unit (which is good). Problem is, it also detonates when it hits the ground (the target of the ability). Odd thing is, sometimes it doesn't hit the ground - the missile will travel indefinitely and gradually "upwards".

    My thought is that there's some sort of Z-axis (vertical axis) coordinate that's going into consideration when the target point is passed to the ability to start the shot. Either the point will be set on a trajectory that's going to hit the ground (in which case the missile hits and detonates), or one that will be slightly above parallel to the ground, causing the missile to go up.

    My question is, is there some way to fire the missile and have it hold course parallel to the ground, continuing forward until hitting a unit? I've tried to glean some clues from the Lost Viking-style missiles and movers, but I haven't come up with a solution yet.

    Posted in: Tutorials
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    posted a message on [Data] Simple, One Shot, Linear Attacks
    Quote from Nahotnoj: Go

    With a missile, you don't really even need to do anything described in this tutorial. You can just give it a periodic searcher behavior with damage and suicide on impact, make it target a point, and voila, it works.

    So what's a good data "suicide" effect setup?

    Posted in: Tutorials
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    posted a message on Ability levels = seperate abilites?

    @dddarrenccc: Go

    Example? Is this a Behavior of type Veterancy?

    Posted in: Data
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    posted a message on Ability levels = seperate abilites?

    This might seem like a dumb question, but:

    For WC3-like abilities, do I have to create a distinct abilities for each level? For example, if I had a Fireball ability, would I have to create 3 separate abilities Fireball Lvl 1, Fireball Lvl 2, and Fireball Lvl 3 in order for the level-up system to work correctly?

    This seems a little heavy-handed to me. Is there something where I could, say, just add damage to an ability I already have for each level point invested in that ability?

    Posted in: Data
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    posted a message on Combo Abilites in Data Editor? (aka why aren't the validators working)

    @Johnzee: Go

    Never mind, I figured it out. The validators worked fine, but I made the following changes and it worked fine:

    Changed the ability Effect to a single "Set Effects" Effect, and put the other effects inside that Set Effect in the order: (Extra Damage if applicable, Base Damage).

    Oh well :D

    Posted in: Data
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    posted a message on Combo Abilites in Data Editor? (aka why aren't the validators working)

    Hello -

    I've been struggling with this issue for a bit now. I'm building an ability that does extra damage or effects if the targeted unit has a debuff on it (similar to several synergistic abilities in WoW, like the Mage's ice abilities doing extra damage if the target is frozen in place).

    I had the notion of doing this with validators, so I made a Validator called "Target Is Blind" with Validator Type "Unit Compare Behavior Count" with:

    Validator - Behavior : Blind Debuff

    Validator - Compare : Greater Than Or Equal To

    Validator - Value : 1

    This SHOULD check to see if the targeted unit is debuffed, but it doesn't seem to be working.

    Here's the basic hierarchy of what's going on:

    Use Synergy Attack -> Effects (Base Damage, Extra Damage)

    The Base Damage is just a Damage-type Effect. This always happens and works fine.

    The Extra Damage is a Damage-type Effect with the Effect - Validators field modified to (Target Is Blind)

    It's just not taking effect, even when the target is debuffed. Not sure what to do, but I would appreciate your help.

    Posted in: Data
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