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    posted a message on How to level Passive Abilities such as auras?

    @Jinxxx123: Go

    Honestly after doing so much work with the process I think there might be an easier way that's more basic using the learn tool but I don't have time this week to play around with it. I have an alpha test this weekend for my map and I still have 3.5 hero's to finish by Friday. But I will take a look next week. I am sick of having to recreate so many objects for each aura.

    Posted in: Miscellaneous Development
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    posted a message on How to level Passive Abilities such as auras?

    @Jinxxx123: Go

    Look up the Tauren Cheiftan map someone posted on here. it has all 4 levels of the Endurance Aura.

    But I'll tell you now it's a pain in the ass.

    4 levels of aura takes the following:

    1 dummy ability 4 Validators 4 Is hero level Behaviors 1 Level skip requirement 4 Aura level requirements 1 Aura (Learn) button 4 Aura Level Buttons. 1 Hero Learn Ability 1 Hero Veterency Behavior 4 Aura Behaviors 4 Aura Buff Behaviors 4 Aura Search Effects 4 Aura Apply Behavior Effects

    I'm not at my machine but I think that's it. At this Point I've made 3 different 7 level Auras. It's Pretty tedious but once you have the logic down it's not too hard. the main thing to remember is that Aura's unlike most abilities are on 24/7 which means you have to take into account when they are both on and off so you don't end up with more then 1 aura stacking.

    If you need more detail after this I can throw up some screens later once I get back to my working box.

    Posted in: Miscellaneous Development
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    posted a message on [how to?] Testing other players

    @Molsterr: Go

    I was just thinking about this.

    The only solution I can think of is this:

    Set the map to 1v1 for testing purposes. then set it back to max players for the real release.

    the problem is with the current setup of the game I don't think you can have less then max players and still have it work unless you alternate players like mentioned above. which causes the problem you mentioned.

    you could also release a 1v1 map a 2v2 map and so on.

    Posted in: Miscellaneous Development
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    posted a message on Revive trigger not working....about to rage :(

    @Redfox777: Go

    I would guess that your units do not have a death timer set to something other then 0.

    set this higher if you want a time for them to be revived or to -1 for always revive able.

    if it's not that I would guess it might have to do with your odd variable use?

    why not just

    Revive

    Events

    Unit - Any Unit Dies

    Local Variables

    Conditions

    Actions

    General - Wait 2.0 Game Time seconds

    Unit - Revive Unit(Triggering Unit)

    Unit - Set Dieing Unit Life (Percent) to 100.0

    Unit - Set Dieing Unit Energy (Percent) to 100.0

    Unit - Move Dieing Unit instantly to Point 001 (No Blend)

    Posted in: Miscellaneous Development
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    posted a message on Help With Stealth

    @wOlfLisK: Go

    If I swap the Damage effect for one that gives a buff to the caster unit can i still have it deal damage as well? and what about abilities. or do I need to somehow add the effect to each ability i give the unit?

    Posted in: Miscellaneous Development
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    posted a message on Help With Stealth

    So I want to make a Stealth ability that works similar to Stealth in wow.

    The issue is that I want it to break any time the unit uses an ability or attacks, I also want the unit to renter stealth if it stops attacking for about 10 seconds.

    I'm thinking it will involve a buff that gets removed when the unit takes an action? I'm just not sure on the best way to do this or not. I could use triggers to basically give the unit perm invisibility and then use a temporary buff on him anytime he attacks or uses an ability that lasts 10 seconds to make him visible?

    or is it better to somehow use the effects/behaviors/abilities to do this?

    thanks,

    Posted in: Miscellaneous Development
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