I have a character that will use multiple stances (one stance at a time, they can't overlap in any way - think Udyr from LoL). He's supposed to change stance pretty much every 3-5 seconds average.
And for clarity's sake, I want to have his abilities buttons modified to add even more feedback about which stance he's using, with a recolored icon and a slightly different tooltip.
Here comes the problem. The editor only allows one button and requirement per ability, and we can't add a requirement in the unit's command card for ability buttons. Which means I'm actually stuck with only one button.
3) The goal is to have abilities whose effects change depending on a buff the unit may or may not have. The unit itself shouldn't have more than 6-7 abilities if I use a switch, so... I wasn't sure which way would be the most efficient.
4) Something like WoW : the one which generates the most threat will always be prioritized to be attacked. In WoW, tank-classes have a passive buff that increases generated threat, so that they will always be attacked first (if they don't slack).
6) Sounds, uh... Well, I have things to try, this will be one on them I guess.
8) I already did the validator method, so... Disappointed again. Thanks anyway again.
9) Kind of, I agree. It bugs me to have a maximum shield displayed while almost none of my units will have a permanent protoss-like shield.
10) The conjoined behavior can't be cancelled, sadly. Bros for life till death do them part.
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Hey everyone!
It's been a long time. Still love ya.
Anyway.
I have a character that will use multiple stances (one stance at a time, they can't overlap in any way - think Udyr from LoL). He's supposed to change stance pretty much every 3-5 seconds average. And for clarity's sake, I want to have his abilities buttons modified to add even more feedback about which stance he's using, with a recolored icon and a slightly different tooltip.
Here comes the problem. The editor only allows one button and requirement per ability, and we can't add a requirement in the unit's command card for ability buttons. Which means I'm actually stuck with only one button.
Anyone already tried something similar?
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Oh, so you're a wizard. That explains everything, I guess. :p
Thanks anyway.
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Really impressive.
I'd love to have a look on Zenyatta's .max scene, if you're okay with that.
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@TaylorMouse: Go
Be proud : your Reaper has been showcased on a french fansite !
Anyway, he's awesome. Who/what's next ?
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@TaylorMouse: Go
Bumpin'.
In the video, you said that the script doesn't import the map's textures. As it was several months ago, well... Were there any updates since ?
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@TaylorMouse: Go
Great model, but I think the 2nd attack animation lacks a bit of energy.
Take a look at Hecarim maybe?
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@Kailniris2: Go
Can't find any video nor make one myself... If you have WoW Model Viewer, it's "nexusraid_wormhole.m2".
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It heavily reminds me of Malygos' transition skybox.
Therefore, I love it.
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Doesn't really surprise/shock me. Guild Wars 2 centaurs seems to be as long.
But, hey... I remembered something, and now I hope there's, somewhere, Shetland centaurs.
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@AlakFrost: Go
Personally, I find the "robes" way too round. The whole model is made of sharp, square-ish parts, and the robe kinda breaks it.
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@TaylorMouse: Go
I don't post very often. But when I do...
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I think I still have a 5.4 WoW somewhere, I'll let you know if I find it.
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@DrSuperEvil: Go 3) The point is that I don't mind the abilities cap, as I should not reach it anyway.
4) Explaining a threat system is hard. I'll have a loot at Target Sorts, and I'll try to find a nice explanation aswell :D
5) Thanks for pointing that thread. Another thing to try.
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Thanks for the answers !
@gundrust: Go
4) Didn't thought about a stack system. Thanks for the idea, I'll try things.
7) The less triggers I can use, the better I am... I knew this way but I wanted to be sure there wasn't anything new since.
@DrSuperEvil: Go
2) Meh. I'm disappointed. Thanks anyway.
3) The goal is to have abilities whose effects change depending on a buff the unit may or may not have. The unit itself shouldn't have more than 6-7 abilities if I use a switch, so... I wasn't sure which way would be the most efficient.
4) Something like WoW : the one which generates the most threat will always be prioritized to be attacked. In WoW, tank-classes have a passive buff that increases generated threat, so that they will always be attacked first (if they don't slack).
6) Sounds, uh... Well, I have things to try, this will be one on them I guess.
8) I already did the validator method, so... Disappointed again. Thanks anyway again.
9) Kind of, I agree. It bugs me to have a maximum shield displayed while almost none of my units will have a permanent protoss-like shield.
10) The conjoined behavior can't be cancelled, sadly. Bros for life till death do them part.
@ArcaneDurandel: Go
1) As I said, I want to avoid triggers as much as possible. Yeah, I'm kinda maniac for no reasons.
2) Well... that sounds surprisingly nice... But the ally would get the kill, right ?
6) Sounds nice. I hope applying the same set bonus behavior with multiple pieces won't mess anything.
7) Dynamic so that it changes not only with upgrades and such, but also with behaviors. But it can't. I'm disappointed.
@abvdzh: Go
Well, I think I got it but it sounds really complicated. Also, please... Put some spaces when you write.
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I made that some times ago, for the very same question. Hope that helps.