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    posted a message on Shield Failure Catch and Spread

    If you right click an effect, and click "view in data navigator," you get this nifty visualization of the effect and any effect it's connected to.

    Posted in: Data
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    posted a message on Shield Failure Catch and Spread

    In my current project I've got this diagnostic trigger:

    diag

    When I'm confused about the units involved in an effect, I throw in an event for "effect used." The game spits the diagnostic back whenever the effect's used.

    Posted in: Data
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    posted a message on LoL style armor and changing % damage taken

    oh, wow, cool. Thank you. I never knew anything about those fields. For the curious, LoL's damage 'constant' is .01. So simply set the Positive Damage Ratio to .01.

    So I can do either armor or magic resist this way, but not both. Is there some way I can give a unit separate 'armors' that only interact with certain kinds of damage?

    Posted in: Data
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    posted a message on LoL style armor and changing % damage taken

    I'd like to implement the League of Legends damage resistance system (explained in detail http://leagueoflegends.wikia.com/wiki/Armor).

    What I'd like is to have an Armor attribute that maps to the correct % damage taken, but the "Modify fraction" field in the Damage Response part of behaviors seems to be multiplicative, not additive. So I can't simply stack +1% damage resistance to 100, it seems. Is there some way to do this additively?

    I'd really rather not do this with Catalog sets for %dmg behaviors. It'd involve a behavior for each unit type in the game and then still gets muddled if one player has two of the same unit type but a buff or something has given the two 2 different armor values.

    Posted in: Data
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    posted a message on Need dynamic actor scaling

    I've got a Psi-storm spell that shrinks based on the caster's stacks of a behavior. Is there a way for me to adjust the Scale of the spell's Actor - Model on the fly based on the caster's stacks?

    If possible, I'd really prefer not to create a different Actor for every possible state of the behavior (e.g. "Storm 1 Stack", "Storm 2 Stacks") as the maximum stack count could change, and that also just feels terrible.

    Edit: Also, I understand that actors are asynchronous with the rest of the game. I only need to change the model's size at its creation; I don't need it to update again once it's out there.

    Posted in: Data
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    posted a message on ["solved?"/Redirect Missile is broken] Deflect Missile Ability

    Well, I just simplified it to have the missile be redirected to the nearest enemy unit. But even with that the missiles don't deal any damage on impact.

    Edit: I decided to just reflavor the ability. Now it destroys enemy missiles and launches a new, separate missile.

    Posted in: Data
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    posted a message on ["solved?"/Redirect Missile is broken] Deflect Missile Ability

    Basically. It's a set & two persistents. One persistent looks for missiles in the target area to deflect and puts a behavior on them. The other persistent looks for missiles with that behavior and redirects them to itself, then tags it with a 2nd behavior to prevent it from being redirected again.

    I'm having a new problem, though. It seems like I can't do anything with a missile once it's been redirected. I can't redirect it again, and existing behaviors on it (like a skillshot looking for a collision) don't run. I redirected an allied skillshot at an enemy, and it didn't collide; it just blew up.

    Is redirect missile just, like, broken? Am I doing something else wrong?

    Posted in: Data
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    posted a message on ["solved?"/Redirect Missile is broken] Deflect Missile Ability

    I just fixed it. I made a separate persistent at the offset that searches for missiles from the player and redirects them toward itself.

    Posted in: Data
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    posted a message on ["solved?"/Redirect Missile is broken] Deflect Missile Ability

    Precisely.

    Posted in: Data
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    posted a message on ["solved?"/Redirect Missile is broken] Deflect Missile Ability

    I've got a Deflect ability that seeks out missiles in an aoe, converts ownership to the caster, and then redirects them. I'm trying to get the Redirect Missile effect to target a point that the caster's facing, so that you pick the angle you reflect the missile.

    I can't figure out how to get this point into the effect. Right now I'm trying a tree that has an initial pair set: one that makes the actual reflecting persistent, and the other a persistent that targets an Initial dummy effect with an Initial Offset of (0, -12, 0) away from the Caster Point, with the facing fallback set to Caster Unit.

    I'm trying to reference the dummy effect's target point with the redirect missile effect from the other part of the set. What's happening is missiles are being deflected at an arbitrary angle off the map to the lower left.

    Posted in: Data
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    posted a message on Dash ability: need persistent with fixed offset

    @TyaStarcraft: Go

    Perfect. Thank you.

    Never thought to shove away from a point behind instead of pull toward another point. Clever!

    Posted in: Data
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    posted a message on Dash ability: need persistent with fixed offset

    I'm posting from work right now & I don't have it available. I can post again in about 5 hours.

    Posted in: Data
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    posted a message on Forcing a Command Card submenu

    I ran up against the ability limit using the morph thing, and most of my stuff won't be so easily switched in and out.

    I'll probably just replace the guy with triggers. Thanks all

    Posted in: Data
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    posted a message on Dash ability: need persistent with fixed offset

    I've got some dash abilities that pull their caster, using a persistent with a periodic Apply Force. They encounter some problems when cast closer than max range.

    What I'd like is to make a persistent at a set point away from the caster, toward the direction he cast the ability.

    I felt like the natural thing was to setup the Create Persistent effect with Location: Caster Point, with the Offset Locations set to start and end at the caster and target points respectively, and then set the Periodic Offset to (0, X, 0). That didn't work. I toyed with this and a few other combos in these fields and couldn't arrive at a solution.

    Some of them set the persistent smack on the target point. Others offset the persistent, but in a fixed way relative to the map and not the caster; that is, the thing got offset 6 range west, or whatever. How do I configure this to draw the line between the caster and the target point, and set the persistent at X range along it?

    Posted in: Data
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    posted a message on Forcing a Command Card submenu

    I'm building a Spy who can Morph into other heroes. I'd like a Disguised Spy to have a different command card than his target, able to use Spy abilities and certain abilities from his target.

    I want to make a new command card for each possible hero, and swap them out based on the presence of the Disguise behavior. But I can't figure out a way to view any command card outside of the cunit_cardlayouts[0] except for the player switching via a Submenu button.

    I'm wondering if it's possible to force the unit to use another command card without player input.

    (I know it's possible to rearrange buttons/enabled abilities in triggers. I'm hoping there's a way to do it like this, though.)

    Posted in: Data
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