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.
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.
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.
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?
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?
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@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.
0
@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.
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@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.
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@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)
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@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?
0
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,