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    posted a message on Problem with transient abilities

    Also you will want to make sure that any behaviors or persistent effects that are being created by the abilities which allow movemnt dont have their "Channe;" or "Channeled" flags chacked as these will cancel their respecitive effects if the host moves@Dryeyece: Go

    Posted in: Data
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    posted a message on Problem with transient abilities

    Transient means that it will execute independantly of existing orders, basically it will be executed but there is no order given to the host unit. What you want to do is allow movement it seems, and theres a flag at the top above transient thats called just that, and checking it off will allow the ability to be executed while moving. So uncheck transient and check off Allowed Movement and what will happen is if the target is in range of the ability when the order to execute it has been given then the host will do just that and depending on the arc of the ability the host may or may not turn to face the target. Now from here unless you are using some system of making a unit acquire a target it has executed an ability at then whether or not the user of the ability starts to attack, or fire their weapon at the target is up to their weapon. So if for instance the ability user is 20 units away from the target and executes X ability which has a range of 15 the ability user will move into range then execute the ability, and provided that their weapons range, and minimum scan range are lower than 15 the ability user will not try to attack the target once the ability has been executed it will carry out whatever other orders it has been issues or just stand there if it has been issued none.

    For what you want though transient won't work because of its nature it doesnt issue an order to the host unit it just executes the effect of the ability basically, provided that it can. Allowed Movement will let the unit continue moving while executing the ability. If you want for instance your hero is running towards an enemy hero and you want to use your ability as the two of you get within range of each other and then you want your hero to seamlessly continue moving to wherever you had previously ordered him/her to move to then you should disable auto acquiring of targets by your units weapons. Which is actually a field in the unit tab of the editor the Units "Behavior - Response Field" but if you do that then when you issue an order to that unit to attack another one they will only attack it once then you have to issue the order again. The best comprimise I can think of for you is to just use the allowed movement and leave it up to the player to re-issue their move order once the effect has been created, or handle that however they wish, some might just never stop clicking the ground where they want to go, which should work fine as long as the ability allows movement and is truly instant, or if its not instant, meaning you have added some amount of time to one of the either approach cast prepare or finish fields of the ability, in that case check the flags that make the ability uninterruptable in the phases of cast that you wish the unit to be able to move and still complete which will be prepare and cast, approach time doesnt make any sense to me because the abilities approach occurs when the player presses the button and ends when the ability starts to execute which is marked by the prepare phase.

    Posted in: Data
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    posted a message on Patch 1.4.11 Preview

    HAHA ROFLMAO, You know the sad part is a few of those changes sound pretty cool actually...Sign me up for a Cougarship pleeeease =-)

    Posted in: General Chat
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    posted a message on Flame Wave ability doing INSANE damage!

    I am not sure exactly what this thread is adressing lol, I thought from reading at the top it was about One+Two's flame wave having overlapping damage area's, but it seems it turned into a discussion on changing damage reduction. I dont have any solutions to damage reduction, I just use items that give X damage reduction to X required damage type or effect.

    But for the overlapping damage areas on a persistent spell such as his flamewave at the top of the thread, its really easy to stop overlapping damage to any units even if they are moving through the line of effects, instead of applaying the damage directly through a search effect or through the damage effect itself use a Behavior of type buff that lasts as long as it takes your entire line of persistent effects to create, and have its initial effect deal the damage, and plug the apply behavior effect into your search effect. Now its important if say, theres the possibility of more than one unit in the game using this ability i.e theres 2 or more in game that have that flamewave ability. You go into the damage behavior that you made for it and set the maximum stack count to -1, and maximum stack count per caster to 1. So you have X persistent Effect which has a period duration of for instance .0625 and there are 10 period effects created thats 10*.0625 = .625 seconds, so if the duration on your damage behavior is .625 global seconds then any unit caught in the flame wave can only take damage once, because the behavior will prevent it since it can only have 1 stack of that behavior per caster. Now if you want your flame wave to be a persistent effect in the area one it has been created i.e a flaming wall then you set the duration of the Behavior to be however long you think is an apprpriate wait time before a unit can be damaged by the effect again. In that case I would put a validator on the apply behavior effect that aplpies the damage dealing behavior we are discussing, that counts the damage behavior on the target less than 1, this way if a unit has the damage behavior it wont even try to put it on them until it has worn completely off. This is only important because if you are making the flame wave persistent like the flame wall I just described, as the behavior wears off and is refreshed at the very end of its duration the game will act like it never wore off and wont do the damage, however if you do like I said and validate the behavior being less than 1 in order for the apply behavior effect to execute on them then it will do the damage over and over at intervals determined by the damage behaviors duration.

    Posted in: Data
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    posted a message on Check out my custom Character Selection UI

    I put a lot of hours into and and am really happy with my work so I wanted to show it off to as many people as I can. It is going live in my game in about 30 minutes so head on over to b.net and create yourself a game, just search for The Cantina 8-).

    Heres a link to the video

    Check it out it's pretty shnazzy =p

    Posted in: Project Workplace
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    posted a message on [Release]The Cantina: Drunken Bounty Hunter RPG

    The Cantina Drunken Bounty Hunter RPG has Officially entered Public Beta.

    Description: You play as a Drunken Bounty Hunter who’s just arrived on a planet near the outskirts of the Korpulu Sector named Portis Ayle. It's sparse population and distance from most colonized planets make it a common stop off for Pirates, and other Various criminals. Making it an ideal place for an aspiring Bounty Hunter to make a living.

    Game-play centers around many factors one of the largest being Adaptive and Intuitive use of your Heroes Abilities. Most of the Abilities available to each Hero are effected in some way by the others, for Example JackHammer Daniels only has 1 ability which actually causes direct damage to an enemy but all of his abilities improve upon each other or him in some way, so combining makes him much, much stronger depending on how you combine them.

    • Game is published publicly on English (US) <en US> servers.
    • Features
    • 6 Distinct, and Unique Heroes
    • 8 Levelable Abilities Per Hero, as well as a Free non-levelable Bonus Ability.
    • Over 20 Items ranging from Common to Epic (currently, many more to come)
    • Veterancy Marker System: Heroes Earn Veterancy Markers or Novice Markers from Boss kills used to purchase High Powered Items.
    • 20 Hero Levels (currently)
    • 3 Bosses (currently)
    • Quests: for earning bonus Exp, and Other Various Rewards (currently only 1, more to come)

    For more information Visit The Official Site

    Posted in: Project Workplace
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    posted a message on The Cantina: Drunken Bounty Hunter RPG

    The Cantina Drunken Bounty Hunter RPG has Officially entered Public Beta.

    Description: You play as a Drunken Bounty Hunter who’s just arrived on a planet near the outskirts of the Korpulu Sector named Portis Ayle. It's sparse population and distance from most colonized planets make it a common stop off for Pirates, and other Various criminals. Making it an ideal place for an aspiring Bounty Hunter to make a living.

    Game-play centers around many factors one of the largest being Adaptive and Intuitive use of your Heroes Abilities. Most of the Abilities available to each Hero are effected in some way by the others, for Example JackHammer Daniels only has 1 ability which actually causes direct damage to an enemy but all of his abilities improve upon each other or him in some way, so combining makes him much, much stronger depending on how you combine them.

    • Game is published publicly on English (US) <en US> servers.
    • 6 Distinct, and Unique Heroes
    • 8 Levelable Abilities Per Hero, as well as a Free non-levelable Bonus Ability.
    • Over 20 Items ranging from Common to Epic (currently, many more to come)
    • Veterancy Marker System: Heroes Earn Veterancy Markers or Novice Markers from Boss kills used to purchase High Powered Items.
    • 20 Hero Levels (currently)
    • 3 Bosses (currently)
    • Quests: for earning bonus Exp, and Other Various Rewards (currently only 1, more to come)

    For more information Visit The Official Site

    Posted in: Map Feedback
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    posted a message on Requirement comparing Item Class

    You can activate an ability via a behavior easily, just add an Equip Behavior to the item that makes that ability enabled. So you would make X behavior named X and in the behavior modifications field of the behavior you would go to the ability tab (first one by default) and go to "Abilities Enabled" and add the ability you want to be enabled. Add the ability to the unit or all of the units you want to be capable of using said ability. then make a requirement that counts the behavior as =1 and add that requirements to the ability. This way all of you units who can gather have the ability but they cannot use the ability unless they have the behavior on, and the behavior is supplied via the item. Name the behavior what you want the requirement to say. So if you want the requirement to say "Requires Tools" then you would name the behavior "Tools". Now it might end up saying Requires Tools 1, but you can maybe change that by making the rquirements count the beavior as not = to 0 instead of = 1, this may make it only say Requires Tools but im not sure. Anyway this should work just fine for what you are looking for, Hope it helps.

    Posted in: Data
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    posted a message on Reactive Button Tooltips Via the Data Editor??

    K I found a post from Rileystarcraft, that I can't find again for some reason...I have been digging around in here all day. In it was a line of code I guess or something like that, which you can put into a buttons tooltip and the raw text will appear in game as the amount of damage the effect does.

    The code was and I am going to try to get this as right as I can. "<d ref="Effect,EffectName,Amount"/> and that works it makes the damage show up where ever that text is.

    Issue, via a behavior named Levels, of Veterancy type, in the veterancy levels+ field I have it set so that each level the player gains X% increase to all types of damage done, spell, ranged, melee, and splash. This effects any and all weapons, abilities or effects caused by that player it works really great for only having 1 - 2 leveling systems, 1 for shieldless and 1 for with shields, so you don't have to have a different one for each weapon or hero depending on their attack speed dps etc... anyway it works cool for making everything scale together nicely. My weapons tooltips automatically update themselves through the default system I guess, but what I was wondering is if anyone knows a little line of text like the one above that will insert the modified damage into the tooltip?

    Any help is greatly appreciated.

    Posted in: Miscellaneous Development
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    posted a message on Create checkable connection between units? (Master/Slave)

    WOW do i ever wish you would share with me how you got that beam to work. I have a character with 2 pets, that are 2 different units, both are mules but its 2 diff units. They are conjoined and share theur health respectively however I would really like to put a beam connecting them example A === beam === B and and b respectively being the 2 different units that are conjoined @ividyon: Go

    Posted in: Miscellaneous Development
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