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    posted a message on (Solved) Negative damage doesn't heal?

    You could also apply a behavior with the aura that increases regeneration. The periodic damage can never work, because due to gameplay constants, damage cannot be less that .5

    Posted in: Data
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    posted a message on Attack Ground - Random in Zone

    Oh wait, i failed to read your post properly, I thought you were using an AOE attack like a siege tank, which works like this, but if you are using a targeted ability, you will have to use a search effect with a max number of targets. I may be able to make a test map for this.

    I seem to be unable to read today. You want the attack to shoot at the target, but without perfect accuracy?

    The main change I made was making the launch missile and persistent effect target points rather than units, as persistant effects with offsets can only target points. I also checked the random periodic offset box, and set 5 periodic offsets, which are, in this case, the target's location, and 2 offset in each direction, on the axis made from the angle between the target and the Thor. It chooses a random offset from what was specified, and lauches the missile at that point. (This only works if the effect has splash damage) You may want to add more offsets for a better selection of random points, though i wish there was a way to say a radius for a random point.

    Posted in: Data
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    posted a message on Attack Ground - Random in Zone

    @Claymuffin: Go

    Make a persistent effect, with the flag of random offset, and set the wanted offsets in the offset field. You are limited to, i believe, 32 offsets, but that should be enough.

    Posted in: Data
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    posted a message on Pushable enemy units?

    Ah, I see. While I think that there is no way to use the default push priorities to push enemy units, You could potentially use an aura type behavior that applies a force effect away from the host unit, or if it is a charge type ability you are looking for, two force effects (as I believe units path around other units they cant push through.) to push the tank forward to the target location, and a second aura effect doing the same thing I said before.

    Posted in: Data
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    posted a message on Occluding Text

    Bump....

    Posted in: General Chat
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    posted a message on Minimum Damage taken

    @Kueken531: Go

    :D That makes sense, Using the effects excluded field I assume?

    Posted in: Data
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    posted a message on Minimum Damage taken
    Quote from Kueken531: Go

    Maybe you could reduce incoming damage by 10 and cause 10 unreduced damage with an additional damage effect without armor reduction.

    That may work, I was worried about the effect procing itself, making an infinite feedback loop, but it may work. Ill try that.

    Quote from shardfenix: Go

    There's a behavior field to modify minimum damage.

    Where would that be? And is that part of the target or the attacker?

    Posted in: Data
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    posted a message on Minimum Damage taken

    I am trying to make a unit that takes at least 10 damage from every attack. I based the behavior on the Immortal's hardened shield ability, and swapped the "Maximum Clamp" and "Minimum" values of 10 each, with the "Minimum Clamp" and "Maximum", but it doesn't appear to work. I made sure that I disabled the Shielded Requirement part as well, seeing as the unit doesn't have a shield. Does anyone have a solution?

    Edit: The problem appears to be that the damage is still being reduced by armor. Is there any way to make this check occur after armor?

    Posted in: Data
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    posted a message on Shield Impact error for non-protoss units

    Oh, one other thing, It has to pass the validator when the unit is created, specifically, on a certain shield actor, not sure which one it was, that says it has to have shielding, otherwise, no animation shows up. If you want an upgrade for an existing unit, you need to make the unit have a default of like one shield point, then remove it with triggers, or a behavior, and then add the shield back the same way.

    Posted in: Data
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    posted a message on [Released] The Final Frontier (space rts)

    @Hookah604: Go

    I made a almost completely data driven wormhole effect. (uses triggers for setting up the locations and creating the dummy units.) It looks rather better than your current wormhole in my opinion, I would request that you use it, since I imagine that yours uses more in the way of triggers.

    Posted in: Project Workplace
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    posted a message on Pushable enemy units?

    You really need to elaborate on what you mean, as there are several ways to interpret that. Do you mean if you try to walk through them they move out of the way, or that on attack they get pushed back?

    Posted in: Data
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    posted a message on Shield Impact error for non-protoss units

    Well, at least it reports the error now, But anyway, Just like before, to make shields show up, modify the unit's model data to add a shield attachment point, and make sure it has a shield radius and shield squib.

    Posted in: Data
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    posted a message on Weekly Data Exercise #13 - May the force be with you

    Well, Yesterday and the day before, I made a recreation of the mother ship black hole and a wormhole effect, Which both use force effects.

    Now that I see the idea of this exercise, I am going to attempt to create the knockback shield which was based off of a spell in a warcraft book, (war of the ancients) Which caused the enemies who touched it to be knocked back as though from a catapult.

    Note that the wormhole does not quite work correctly if it is unable to push units out of it's AOE (near map edges or walls for ground units) or near another wormhole (endless loop)

    Posted in: Data
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    posted a message on Disable Smart Pathing?

    The problem seems to be that you want them to take the path you want them to with a multi-path map, but allow players to maze, but not block. I think that you may need one, to detect and prevent blocking on all lanes, and two, make sure that the distance around is greater than the max you can get from optimal mazeing, at least if you are using smart pathing, which I see no way around. You could also make the move orders in parts, as in, the center of each area, then to the next one, making the distance shorted for the correct path, and longer for the unwanted one. If you make each area separate from one another, and have units getting to the end of one teleport to the next, they would have no way to take a detour, but would kinda upset the current terrain layout you have, by requiring gaps.

    Posted in: Triggers
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