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    posted a message on League of Legends Damage Scaling [SOLVED]

    @Ahli634: Go

    Haha yeah, changed that up a bit and got it working :)

    Posted in: Data
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    posted a message on In-game UI Editor Questions [SOLVED]

    I have three questions about the in-game UI Editor, since I've been unable to find anything concrete.

    1. How can I save any changes I've made? I can't find any save button or even a hotkey to save.

    2. How do I remove the default UI borders around the UI frames (you know, the Terran, Zerg and Protoss art around the buttons n' such)?

    3. How can I add my own UI borders?

    Posted in: UI Development
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    posted a message on League of Legends Damage Scaling [SOLVED]

    @FunkyUserName: Go

    Ahh, I see. It does pass the condition, but attributes does not work with the trigger, so I think I'll have to use a Buff instead. Btw, using reals instead of integers makes no difference, except I can multiply with a specified amount, which I mentioned in the first post.

    Anyways, thanks for replying :)

    Posted in: Data
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    posted a message on League of Legends Damage Scaling [SOLVED]

    @FunkyUserName: Go

    Nothing happens when I use the catalog action. The damage stay the same in game. What's wrong with my trigger?

    Posted in: Data
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    posted a message on League of Legends Damage Scaling [SOLVED]

    Is there any way to scale the damage dealt by an ability as they do in LoL? Because increasing the percentage of damage dealt by each individual ability seems a lot more balanced.

    Example:

    Ability 1: Damage: 100 + (ability power*0.75)

    Ability 2: Damage 75 + (ability power*0.90)

    It becomes a problem when using the trigger editor, as there is going to be a trigger for every single ability! And I don't think the performance is going to increase by making one single trigger that handles all abilities through a series of conditions.

    Posted in: Data
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    posted a message on Search Area Behavior Validator Issue

    @Photoloss: Go

    Oh yeah sry, that was what I meant :P

    Posted in: Data
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    posted a message on Search Area Behavior Validator Issue

    @AggressiveThinker: Go

    You have to apply the validator to your search effect before this works. There is a field in every effect that's named "Validators". Apply your validator in there and it should work properly. If that is not the case, check if you have set your behavior in the validator. I use validators all the time and yours looks just fine, so it should work :P

    Posted in: Data
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    posted a message on Strange Trigger

    Wait a minute. I see that you have both a "libSwaC_gt_ZS_KerriganDies_Func" and a "libSwaC_gt_ZS_KerriganDied_Func" running (just noticed this now), the one you have marked and the one in the top. Looks like they both run 6040 times, yet the one in the top has a run time of 29.375 ms, but that just confuses me even more o.O

    Just a reminder :P

    Posted in: Triggers
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    posted a message on Strange Trigger

    @Freddy2287: Go

    It is very hard to find the exact location to the trigger, but I think I found it. It is located in the trigger library. To access that you have to be in the triggers module and have the "Show Libraries" checked in the View tab. "libSwaC" means it is located in the Swarm Campaign folder in the library... I guess. I don't know what "gt" means, but I found a trigger named ZS_KerriganDies by looking through the subfolders:

    Campaign (Swarm) -> Campaign -> Swarm Mission Mechanic -> Kerrigan Low Health Warning -> ZS_KerriganDies

    It's a very simple trigger, which also explains the 0.025 seconds it uses to execute. Though I have no idea why it executes so many times. My only guess is that you have a ton of Kerrigan units dying at the same time.

    I have never tried to delete a built-in trigger in the library, so I have no idea what's gonna happen if you do. Could work, could crash, I don't know xD

    Posted in: Triggers
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    posted a message on Custom Function Problem

    Alright, thanks for your replies. Btw, removing the 'Native' flag did not change anything. I got the same error message when I saved. I think I'll just stick with the built-in "Unit Takes Damage" event.

    Posted in: Triggers
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    posted a message on Custom Function Problem

    @Tudentau: Go

    Unfortunately no, and adding back "Fatal or Non-fatal" option does not work either. It's as if we are not allowed to create our own functions in the editor :/

    Posted in: Triggers
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    posted a message on Stalker Blink Micro - Works sometimes?

    @Tudentau: Go

    I think you need to change your event to "Unit Takes Damage" as this event will trigger every time a unit is damaged by something. This is only a theory, but I think the "Unit Is Attacked" event only fires when a unit acquires a target, which in your case is not what you want. Could you test if the stalker blinks if it is acquired by a new target while below 50% health? You could eventually also just micro the attacker yourself to move away from the stalker and then start attacking again while the stalker is below 50% health.

    Posted in: Triggers
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    posted a message on Custom Function Problem

    I have basically copied the "Unit Takes Damage" event/function and deleted two parameters in it to reduce the amount of code. I can save and compile when the function isn't in use, but not if it is, which leads me to think that the function isn't valid or something? The reason why I want this is because I have a suspicion that the game will run slow or crash on slow pc's if I use the built-in "Unit Takes Damage" function. Check out the pictures below. The line that is marked is the thing that causes the error.

    Posted in: Triggers
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    posted a message on Mover Modification Issue [SOLVED]

    @Spoolofwhool: Go

    Kerrigan's ability uses a Force effect to move kerrigan in the specified direction and a behavior to modify the speed. Mine works almost the same way except I use an Issue Order effect, but mine is overall simpler. However, your reference to the viper ability is interesting. I see that it uses a launch missile effect to launch the unit, but it also uses a socalled "placeholder", which I have no idea how works. Could you explain further to me?

    EDIT: Nevermind, I got my ability working. For those who are interested; I copied the Launch Missile effect from Kerrigan's Primal Slash ability instead of using an Issue Order effect. Thx for your reply Spoolofwhool :)

    Posted in: Data
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    posted a message on Mover Modification Issue [SOLVED]

    I've made an ability similar to Kerrigan's Psionic Shift and I wanted the caster to be able to jump over cliff levels with it. But I just don't know how to do it. I've tried to create a temporary "Jump" behavior, apply it to the unit and change the unit's default mover to Cliff Jumper, but it just won't work.

    Here's a link so you can see what I mean:

    http://postimg.org/image/l603xen4r/

    Any suggestions?

    Posted in: Data
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