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    posted a message on Why no CTF? An explanation.

    Makes me think of the archer wars type maps back in Wc3.

    Assuming your map is big enough, A peristant effect could be used, with an effect offset, to tell the projectile to go farther than you click. Offset from the caster position, by however far you want the projectile to go, as well as giving the ability infinite range for casting. That ought to do it effectively.

    Posted in: Project Workplace
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    posted a message on Shield Projection Aura

    I copied the Guardian shield actor, and set it to start up when the behavior is "On", and to, I think, Stop animation when the behavior is "off"

    Posted in: Data
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    posted a message on Trained unit

    Hmm, odd, because the triggering unit part did not seem to refer to the barraks type unit correctly, and I was refering to the created unit, which correctly refered to the marine type unit.

    Posted in: Triggers
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    posted a message on Shield Projection Aura

    I cannot get the shield bubble to show up unless I attach it to a dummy persistant, based off of guardian shield.

    Posted in: Data
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    posted a message on Trained unit

    I am using a train ability, like the default melee train marine or so on. I catch the train effect on finish with the Unit creates unit event, but the triggering unit does not refer to the training structure as expected, although created unit does work correctly.

    What should I do to get the training structure? I need to refer to it for the trigger.

    Posted in: Triggers
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    posted a message on Shield Projection Aura

    About the one stack limit approach, wouldn't that cause whichever aura applied itself first always get all of the units? Or is there a way to cause it to be evenly distributed, like applying the aura to one new unit per tick, similar to the mothership cloak?

    Posted in: Data
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    posted a message on Shield Projection Aura

    Alright, those look mostly workable.

    However a few questions.

    How do I check for the specific generator? I think there is a link-system, that, for one thing, disallows two medics to heal the same target, and I am wondering if that is related.

    I need to be able to have two shield generators apply the shield capacity and give semi-even recharge rates, and I am unsure how to make a validator to check for a buff added by "That particular generator", instead of the other one you just so happen to be under.

    Thanks

    Posted in: Data
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    posted a message on Shield Projection Aura

    For a map I am working on, I am trying to create a shield generator type aura, which applies a shield capacitor to units in range, and recharges those capacitors with it's shield. However, I have a problem. I cannot get it to apply the effect properly. It should, more or less, have the effect of redirecting damage to the generator shield. This would be done, by applying a buff to the units in range, which gives shield capacity, as well as refilling that capacity when it is not full, at the cost of the generator's shield. However, several problems occur. For one thing, The shield constantly recharges to full, without using the generator's shield, because the buff, when applied, adds maximum shield capacity, which appears to innately also apply shield energy. Also, The shield buff flickers, if I use too low a duration (if it matches the apply period) but it double-stacks if the duration is slightly larger. Also, I am unsure if there is a way to easily transfer exactly x amount of shield, instantly, with exactly one effect, rather than a large number of small, possibly wasteful constants (due to overflow)

    Also, as a less important issue, I am using the guardian shield bubble, which has the problematic charactoristic of flickering rapidly, each time the aura behavior ticks (around once per 5 seconds, to start a persistant, which applies the aura in one second intervals) when it ought to only change when the generator's shield is depleted, or at least reduced to a certain point. I tried using a delay timer for the deactivate effect, but that somehow resulting in the shield bubble just appearing for long enough for the death animation each 5 seconds.

    Can anyone help me?

    Posted in: Data
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    posted a message on [Trailer] RuneCraft- Official Announcement

    @zeldarules28: Go

    Well, if you know about the +1 income part, I suppose that was just coincidence, as I only got +1 income. As for the upgrade part, My friend I was playing with said he was having trouble researching, but that might also have been a mistake he made.

    Ill test again after the update.

    Darn coincidences...

    Posted in: Project Workplace
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    posted a message on [Trailer] RuneCraft- Official Announcement

    Replay (in US) is bugged atm

    Does not reset reserach correctly, nor income.

    Posted in: Project Workplace
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    posted a message on [Trailer] RuneCraft- Official Announcement

    @TheAlmaity: Go

    Yep, AI looked to me like it wasn't quite ready. I was going to suggest that in single player mode, any of your units that hit the end should magickally be reversed, on a separate lane, and sent back at you :p

    Yea, Traps are somewhat problematic. An idea would be, they are *bound* to anouther rune, which is it's actual life. You build a trap rune, then use an ability to set it's indication point, where it will autocast it's spells when needed. Problem with that is how you could build them in the back, and that makes the traps invulnerable till your base starts dying (not much different to spells, except autocast on a set location)

    How about, They are invulnerable unless detected? Problem with that is that detectors tend to come into play rather quickly, and they tend to have the same problem as towers as a result then.

    About the feedback site. I would note that although it could make it easier to collect feedback, it makes discussions hard, unlike, say, Mantis (http://www.arcengames.com/mantisbt/my_view_page.php)

    Posted in: Project Workplace
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    posted a message on [Trailer] RuneCraft- Official Announcement

    The AI decided to spam nothing but banelings in the latest version. (response to a few marines I started with, but it proceed to mass tons of them)

    Defensive towers seem rather ineffective. They die too quickly, and deal insufficiant damage, especially due to energy limitations. I cannot see any reason to build defencive towers. Also, banelings seem to kill traps, so unless I give them shields (maybe) they die instantly when banelings die on them.

    Posted in: Project Workplace
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    posted a message on [Trailer] RuneCraft- Official Announcement

    @zeldarules28: Go

    Two issues I see.

    Income boost cost goes up as the game goes on, even if you do not buy it, making it quickly out of reach. Income needs to decay over time somehow, to reduce buildup rate. Its a bit too high atm.

    Posted in: Project Workplace
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    posted a message on CraftCraft — EU/NA Beta
    Quote from deathkad: Go

    @A1win: Go

    if your looking for a reason to go after the hatcheries why not make it so each hatchery guards an infested command centre that holds research?

    What kind of research? that is what we are looking for.

    Posted in: Project Workplace
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    posted a message on CraftCraft — EU/NA Beta

    Alright. Nice work. If I was on EU, I would help test. However, The only way for me to help test would be for you to get someone to publish on NA (yes, I am volunteering)

    Yep, the flame model isn't important at the moment.

    I like this style of upgrades. Do you have to research the microfilteruing somehow, and then upgrade each of the refineries? Or how does that work?

    As for hatcheries, Its hard to come up with logical rewards, (logical is important, because this game is highly designed to be realistic). Perhaps it could drop resources (call it creep, Lol) that let you start researching and creating semi-automatic units ('zergy' units ofc), that do some basic jobs (such as repair, resource gathering, combat) albiet less efficiently than the SCV. (although considering the loading system you use, not sure if that is viable, since they would be active in unloaded areas, hmm)

    Posted in: Project Workplace
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