• 0

    posted a message on Making a continous buff that disallows attacking.

    I don't know if I understood you correctly, but aside from the leech method I really can't see a good one, which would work. Maybe I missed something you said? - I'm sorry.

    Although really, isn't there any bug-free method? Maybe involving triggers? Or maybe add in actor even, that when unit makes attack animation and has that effect/behavior on him, he receives a damage effect?

    Posted in: Data
  • 0

    posted a message on Making a continous buff that disallows attacking.

    @Deadzergling: Go

    Well the most clear explanation would be: enemy unit receives flat amount of damage if he makes an attack animation (aka attack). I don't know how much clear I should be. Your method explained earlier doesn't work sometimes, as I tested it on several units, and those who have different attack (ie Broodlord) don't receive damage.

    It's a disruptor ability, that makes enemy player not to attack anyone for certain amount of time, or he will receive damage otherwise.

    Which part is hard to understand? I will try to explain. Thank you for trying btw :)

    "So you want the buff to have a damage response on Attacker that uses a Damage effect on the source/target of aplication effect that does 20 damage each time the targeted unit attacks?" That was quite hard to understand, and I don't know if it's like that. I want the Caster to fire a ball, which hits Enemy unit and apply an Effect of Apply Behavior, which hits the Enemy unit if he Attacks.

    Posted in: Data
  • 0

    posted a message on Making a continous buff that disallows attacking.

    It does exist - I've seen it in a custom game, though I don't know how it is produces. Basically I want enemy to receive damage if he attacks (if that's clearier)

    Deadzergling: that is a good method indeed, I am going to test it :) Edit: oh no, the fraction is not what I want... :( Isn't there any other way?

    Posted in: Data
  • 0

    posted a message on Making a continous buff that disallows attacking.

    Hello, pretty much the thread title says it all. The explained description is here: Unit shoots a missile, which hits an enemy (easy), and then applies a buff for 6 seconds. That buff continuesly checks a validator which sees if enemy unit attacks or no. If he attacks, he instantly receives 20 damage. Where I failed - I've made the launch, and the behavior, but now, the behavior wireframe appears only when enemy unit attacks, and doesn't do anything.

    What is the correct way of achieving it? :)

    Posted in: Data
  • 0

    posted a message on Question with %

    Could you elaborate on your question/answer a bit more?

    What am I looking for is how to make damage depend on certain attribute (which in dota are Agility, Intelligence and Strength), AND how to make a debuff to movement speed which decreases a % of the units total speed, not a flat number.

    Posted in: Triggers
  • 0

    posted a message on Question with %

    Hello, my question is fairly simple. Since I'm creating a dota styled map, I would like to know how to make % type of things. The things I want, for example, are:

    1. Unit ability deals 20 damage (+20% of attribute (STR))

    2. Unit ability reduces movement speed by 20%

    etc etc

    Any help would be appreciated :) Also I don't know if this belongs to data or triggers, but as I couldn't find anything on data part, I guess it's a right section...

    Posted in: Triggers
  • 0

    posted a message on Complete Noob's Guide to DOTA-style maps [part 3]

    Hi, somewhy I can't get past the 10th point, specifically this part: ''Go to actions and make a if/then/else. Under the if, put a condition to check if 'used dialog item' = hero button [1].''

    Problem is, when I create 'used dialog item' and press 'value' to choose 'hero button [1]' it shows nothing in variables tab. I tried writing that manually, but that doesn't seem to work :( what should I do?

    I hope you reply :) All in all, very amazing tut for a noob like me :) Thanks!

    Oh, and in case I broke a rule for posting in an old topic - I'm very sorry, couldn't find any results by searching for my problem :(

    Posted in: Tutorials
  • To post a comment, please or register a new account.