Why apply a Damage Over Time using a create persistent if the unit already has a Behavior on it? Behaviors allow for Periodic effects to happen however often you like. Just throw the Damage effect in the Periodic Effect field, then set the time interval and how many times it happens, then set a maximum duration to the Behavior.
Not really, the requirements seem to be a bit more complicated than what they are at face value, and why I use the And, OR, Equals To, Not, more than you do.
I usually check for Constant 0 in my requirements unless I really have to. You want at least 1 of the 3 big heroes trained, then check that the Constant does NOT equal to Zero, And check for 3 units, and you do that by the AND -> Or ->3 units.
EDIT: No, when I edited this for you I tested it out, it works for me, should work for you.
I tested in game by having the Marauder be the 'big' hero, and the Marine/Ghost/Reaper be the 'small' hero. It worked perfect, I coudln't train a Marauder right away, had to build any one of the units, then the marauder. Had 2 tanks also, killed the marines/ghost/reapers, then the marauder, then with no Marine/Ghost/Reaper on the map, I could re-train the marauder.
Also, TOTAL checks for the TOTAL count of that unit, whether it's dead or alive(and I believe it even checks in progress, though I am likely wrong and just remembering incorrectly from a previous test I did).
Here, I attach the map for you to see it in action. So again, Just train any amount of Marine/Ghost/Reaper so that you can Train the Marauder, then kill the Marine/Ghost/Reaper with the 2 Tanks, then kill the Marauder, then you can re-train Marauder.
This was previously tested, I just added a couple tiny things and switched a thing to make yours work as to how I understand it. Test it out and let me know.
An Item Kit? Nice... Will have to check that out... maybe now I can make that Uber I always wanted to but had crappy attachments... or maybe an Uber Toss unit... hmm. Depending on what pieces are in the kit.
... I did that and I explained that in the first post.
Quote:
I added the button, name(Nexus Power Level), tooltip is left blank, weapon field is blank. But I cannot leave the 'effect' field blank. If I do, when I hover over the icon in game, the tooltip box will not show up. If I add just any effect in the effect field, again, the tooltip box does not show up. However when I add a damage effect in the field(I defaulted to 0 on ALL fields for the damage effect) when I hover over it, the tooltip shows up properly, however, I get the unsightly Damage: 0 showing up in the tooltip.
You are doing something TERRIBLY wrong. I re-upload the map now, 10 marines/10reapers/10ghosts/10marauders. It all works properly.
Re-reading your post again just before I post, seems like you accidentally changed the last 9 marines to Reapers. You might have thought you editing the Reapers, but didn't? Double check? Or download my V2 of the map?
EDIT:: Ok, So, I went back and made an addition to the above, I made a build button on the Barracks that trains 1 of each of the following:: Marine, Marauder, Reaper, Ghost, Hellion, Thor, Siege Tank(Tank Mode), Viking(Ground), Viking(Air), Medivac, Banshee, Battlecruiser, Baneling(for shnits and giggles).
Here. Let me post a map for you. I just tested it out, thinking maybe it was because there was too many units for the train button. But no...
It works perfectly without problems of any sort. 500 minerals cost, 10 supply cost, 25 seconds to train 10 marines.
I did exactly what I stated in the second post, the first part only, then placed a barracks and 8 depots on the map, and gave the player 10,000 minerals.
Ahh I see. I was always under the impression it would trigger the cooldown the minute you chose a target... perhaps at the time(A while ago) I did not have "Wait to Spend" checked in the Ability's flags?
I definitely noticed that in a full 4 player game, killing things solo took longer, but killing things as a group seemed slightly faster than killing things solo in a 1 player game, especially when we were coordinated.
I am looking forward to D3, and I'm glad I didn't really pay TOO MUCH attention to all the changes they were making during the 16? beta patches. I read some of the previous changes and thought "Damnit, they're going to ruin Diablo!" but after playing the weekend... I see nothing wrong with it. If anything, it just reaffirms my belief that Blizzard is the best company out there, pushing out quality products time after time... not like EA...
After the weekend, I bought the Digital Copy, it's already on my PC just waiting to be installed at Midnight on release day.... :D
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@Nardival: Go
Why apply a Damage Over Time using a create persistent if the unit already has a Behavior on it? Behaviors allow for Periodic effects to happen however often you like. Just throw the Damage effect in the Periodic Effect field, then set the time interval and how many times it happens, then set a maximum duration to the Behavior.
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@Rice87: Go
Not really, the requirements seem to be a bit more complicated than what they are at face value, and why I use the And, OR, Equals To, Not, more than you do.
I usually check for Constant 0 in my requirements unless I really have to. You want at least 1 of the 3 big heroes trained, then check that the Constant does NOT equal to Zero, And check for 3 units, and you do that by the AND -> Or ->3 units.
EDIT: No, when I edited this for you I tested it out, it works for me, should work for you.
I tested in game by having the Marauder be the 'big' hero, and the Marine/Ghost/Reaper be the 'small' hero. It worked perfect, I coudln't train a Marauder right away, had to build any one of the units, then the marauder. Had 2 tanks also, killed the marines/ghost/reapers, then the marauder, then with no Marine/Ghost/Reaper on the map, I could re-train the marauder.
Also, TOTAL checks for the TOTAL count of that unit, whether it's dead or alive(and I believe it even checks in progress, though I am likely wrong and just remembering incorrectly from a previous test I did).
Here, I attach the map for you to see it in action. So again, Just train any amount of Marine/Ghost/Reaper so that you can Train the Marauder, then kill the Marine/Ghost/Reaper with the 2 Tanks, then kill the Marauder, then you can re-train Marauder.
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@Rice87: Go
That is actually quite easy. Here it is.
This was previously tested, I just added a couple tiny things and switched a thing to make yours work as to how I understand it. Test it out and let me know.
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@Kueken531: Go
An Item Kit? Nice... Will have to check that out... maybe now I can make that Uber I always wanted to but had crappy attachments... or maybe an Uber Toss unit... hmm. Depending on what pieces are in the kit.
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@Swagblanket: Go
... I did that and I explained that in the first post.
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@Kueken531: Go
That was one bit of info I kept forgetting to edit into the tutorial. It has now been done, near the end of the tutorial in the Slots subsection.
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@RogueSniper: Go
Just update SC2 to the latest version... the rest will be taken care of.
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Uploaded NukeTowerWDE14
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You are doing something TERRIBLY wrong. I re-upload the map now, 10 marines/10reapers/10ghosts/10marauders. It all works properly.
Re-reading your post again just before I post, seems like you accidentally changed the last 9 marines to Reapers. You might have thought you editing the Reapers, but didn't? Double check? Or download my V2 of the map?
EDIT:: Ok, So, I went back and made an addition to the above, I made a build button on the Barracks that trains 1 of each of the following:: Marine, Marauder, Reaper, Ghost, Hellion, Thor, Siege Tank(Tank Mode), Viking(Ground), Viking(Air), Medivac, Banshee, Battlecruiser, Baneling(for shnits and giggles).
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Here. Let me post a map for you. I just tested it out, thinking maybe it was because there was too many units for the train button. But no...
It works perfectly without problems of any sort. 500 minerals cost, 10 supply cost, 25 seconds to train 10 marines.
I did exactly what I stated in the second post, the first part only, then placed a barracks and 8 depots on the map, and gave the player 10,000 minerals.
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@Kueken531: Go
Ahh I see. I was always under the impression it would trigger the cooldown the minute you chose a target... perhaps at the time(A while ago) I did not have "Wait to Spend" checked in the Ability's flags?
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@Taintedwisp: Go
I believe there are 3? Acts in Diablo 3, maybe 4. Beating the Skeleton King is NOT the end of Act 1, it's likely just 1/4 of the First Act.
@ZealNaga: Go
The beginning of the game is always easy. It will get harder, and that is where the challenge and fun will come from.
@Kueken531: Go
I definitely noticed that in a full 4 player game, killing things solo took longer, but killing things as a group seemed slightly faster than killing things solo in a 1 player game, especially when we were coordinated.
I am looking forward to D3, and I'm glad I didn't really pay TOO MUCH attention to all the changes they were making during the 16? beta patches. I read some of the previous changes and thought "Damnit, they're going to ruin Diablo!" but after playing the weekend... I see nothing wrong with it. If anything, it just reaffirms my belief that Blizzard is the best company out there, pushing out quality products time after time... not like EA...
After the weekend, I bought the Digital Copy, it's already on my PC just waiting to be installed at Midnight on release day.... :D
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@Terhonator: Go
Thanks :)
Which one is giving you errors?? The terrible one(aka Trident, LOL), or the Lightning Bolt?
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@RogueSniper: Go
I cannot give you an answer without seeing how you set it up. When I did it, I had it working flawlessly without error over several tests.