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    posted a message on Unit takes damage performance?

    On average we are probably talking 50 vs 50 units constantly battling.

    I wonder which conditions are quicker to check than others, such as check if a unit has a behavior vs check if a unit has a custom value

    Posted in: Triggers
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    posted a message on Unit takes damage performance?

    So I know triggers with Unit takes damage can be a hit on performance, but is it very significant if you have a condition such as triggering unit has X behavior? If the trigger fires for all units but doesn't run it's actions for many of them does it make a big difference?

    Posted in: Triggers
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    posted a message on Stumped on Mana Shield

    Yeah, sorry I mean not possible without the "Unit takes damage" triggers. I wan't to have wide use Mana Shield an am worried of the performance impact of using that event.

    Posted in: Data
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    posted a message on Stumped on Mana Shield

    So 1:1 mana shield still isn't possible?

    Posted in: Data
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    posted a message on Sky Fortress Open Beta (Battle for Sky Fortress)

    Hey everyone, a new update, version 3.08 is now LIVE!

    You can read the full update notes here: http://www.battleforskyfortress.com/news/3/Update-3.08

    Includes new Seeker Drones from DroneTech, Titan Boss balancing, anti-griefing measures and more! Let me know how you find the difficulty.

    Posted in: Project Workplace
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    posted a message on Sky Fortress Open Beta (Battle for Sky Fortress)

    Hey everyone, a new update, version 3.07 is now LIVE!

    You can read the full update notes here: http://www.battleforskyfortress.com/news/2/Update-3.07

    Includes the all new SuperTank Titan boss and a bunch of other changes. Quite happy with how he turned out, combined with UltraBot it paves the way nicely for "The Invasion" update which is the next focus

    Let me know what you think of SuperTank!

    Posted in: Project Workplace
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    posted a message on Weapon that fires even after its target dies.

    Okay I think I have this sorted, just needed to rework the way I was doing it.

    Basically I was using a 1.8 second damage point because of the delay in the firing animation, this is why uninteruptable looked like it would be useful. When you don't have the damage point it does cancel the animation.

    Changed it so the weapon attack is essentially instant, and controlled the rest with the persistent effects.

    Posted in: Data
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    posted a message on Weapon that fires even after its target dies.

    Yeah I am already doing create persistents

    The weapon effect chain is something like

    Initial Set > Create persistent > Do stuff

    I am using a 1.8 second backswing, maybe the backswing get's cancelled if the target dies?

    Posted in: Data
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    posted a message on Weapon that fires even after its target dies.

    I don't want it to stop, that's what it does by default - hence why I turned on uninteruptable ;)

    Posted in: Data
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    posted a message on Weapon that fires even after its target dies.

    I have a weapon that charges for a couple of seconds and then fires at it's target. However if that target unit dies before the projectile is launched, the weapon cancels it's attack.

    Is there any way to make a weapon that keeps firing at the point where it's target unit was standing, even if that unit dies?

    If I toggle on the legacy option "uninterruptable", it looks as though the attack animation still plays out, but the effect chain seems to get destroyed.

    Posted in: Data
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    posted a message on Sky Fortress Open Beta (Battle for Sky Fortress)

    Hey everyone, a new update, version 3.06 is now LIVE!

    You can read the full update notes here: http://www.battleforskyfortress.com/news/1/Update-3.06

    Includes an improved UltraBot, and new Team Lives difficulty options for co-op mode, plus a bunch of other things!

    Posted in: Project Workplace
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    posted a message on Sky Fortress Open Beta (Battle for Sky Fortress)

    Hey everyone, the new webpage and forums are now live, take a look and pop in and say hi. This will allow us to better discuss balance issues etc.

    www.battleforskyfortress.com

    I still have a bit of information to flesh out, and want to add a tips/tutorial section, so I will get around to that at some stage.

    Posted in: Project Workplace
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    posted a message on Sky Fortress Open Beta (Battle for Sky Fortress)

    Hey everyone, new version just uploaded! Includes a very short tutorial to help new people find their way around the HUD, let me know what you think. It's *very* short, and it only shows the first time you play.

    3.05 Changes a. Added a new -very quick- tutorial which is shown only the first time you play. b. Heroes are now bigger so they stand out more c. Long Range sniper rifle upgrade now gives you +sight range instead of rate of fire, this stacks with the flashlight. d. Waves now contain more light units so that anti-light weapons are more useful, more light units are also planned. e. Laser rifle upgrade now gives +light damage instead of +armor f. Plasma rifle upgrade now also gives +armored damage g. Equip time of the Anti Air weapon reduced from 1.5 seconds to 0.5 seconds. h. Fixed an issue where you sometimes placed a T.A.T but it wasn't created. i. The T.A.T now has a slightly smaller footprint j. The F.B.S model is now slightly smaller.

    Posted in: Project Workplace
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    posted a message on Sky Fortress Open Beta (Battle for Sky Fortress)

    Thanks =)

    Managed to beat Hard difficulty with 4 players, wasn't as hard as I would have liked so will be tweaking that.

    Has anyone beat insane yet? I'll be on soon and would like to test that.

    Also just a heads up that I have some cool stuff planned for co-op to keep it fresh and more of a challenge.

    You might even get to meet Ultrabots best friend =)

    Posted in: Project Workplace
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    posted a message on Sky Fortress Open Beta (Battle for Sky Fortress)

    Hey guys, just a small update mostly to balance the co-op difficulty modes a bit better:

    a. Changed Co-op bonus health per player from +40% to +2%

    b. Banshee health no longer scales at all, since there aren't much AA capabilities

    c. Reduced mob health bonus based on difficulty, but left titan health as is

    d. Reduce the Titan Thor damage against heroes from 45 to 25 per shot.

    e. Ultrabot titans health increases significantly for each difficulty level

    f. Reduced the cost of the FBS from 350 to 250 credits

    g. Change the FBS so that you can use calldowns in your own shields, but not enemies.

    h. Change the FBS armor buff so it only applies to allies

    i. Increased the FB armor buff from 1 to 3.

    j. Devil Dogs On Fire aura no longer hurts friendly units

    k. ExDominions Aerial Missile Platform can now attack air units

    Posted in: Project Workplace
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