I've gotta agree with Mozared on this. When you're dealing with elements like map awareness and independent camera control, you don't want to be fumbling with 8 different spells.
I'd focus on 3-5 abilities that are good and play really well together as your baseline. Some heroes can have more if they've got special mechanics or are meant to be "advanced" heroes.
Like for example, say you've got a hero whose skills revolve around "charges"-
Passive chance on auto-attack to grant 1 charge.
Ability 1 does light damage and always grants 1 charge.
Ability 2 requires charges and deals good damage.
Ability 3 requires charges and has good utility (stun, blink, shield, w/e).
Ability 4 is an ultimate that grants 3-5 charges and does "something cool".
That gives you a good, well-rounded kit that's approachable for new players, but has adequate depth for veterans because of how the abilities play off eachother. Which order you choose to level them in will affect your hero's playstyle significantly.
Complexity kills maps. Keeping the player's kit tight and intuitive is really important.
Odd, it's never killed minerals when I've used it 0_o
You could add "Excluded: Resource" in there. That should ensure that minerals/vespene aren't roped in. You can also do an If (Conditions) check in there and exclude units belonging to the Neutral player (player 0 I think? or 15? I forget. It's in Player Properties).
Our initial goal was to really recapture the magic of the WC3 version. I think it's fair to say we've done that quite successfully.
We're now taking a hard look at the game's various mechanics and trying to re-work things that just don't cut it anymore. An example is that once we acquire a UI maker of sufficient skill, we're likely to drop the "elemental summoning center" building in favor of a much sleeker UI-based approach. The functionality of interest is also under a magnifying glass and many of our "less fun" towers have already been re-designed.
I'd completely agree that there's a lot of room for improvement and we'd love to hear any specific ideas or suggestions you have :)
Looks like amazing fun. Anything in place to control the number of units that spawn? I worry about people juggling units with the beams to make their wave huge until their FPS reaches a point where they no longer can :P
Do you know if your trigger is firing at all? I'd try throwing a test action in there like "display text message" to confirm that it's actually going through. Try placing it at different parts of the trigger to see where it's failing.
There's a specific action for Camera Shake. You can set duration and intensity.
"Lock Camera Input for Player" will allow you to stick it to a fixed location when combined with "pan camera to point".
Pretty much any camera change over X period of time can be evil (apply camera rotation X over 1 second, back and forth...that'll make ya dizzy for sure)
...But now I'm curious - why would you want to do something so evil? :O
I haven't tested it, but the following *should* work if your regions are circular-
1. Instead of "unit enters region" use "unit enters within <radius> of <point>"
2. Create a variable to store your current "point"
3. Set the <point> in #1 to use your point variable
4. Every 30 seconds, change the value of <point> to the desired point for the center of your region
If your regions need to have a non-circular shape, you'll probably have to make regions for each and every one.
Even so, you can still cycle through which is "active" by using a variable to store the "index" of the active region. You can then set that "index" to a new value every 30 seconds, and set up your "unit enters region" triggers to have Conditions based on the value of the "index", ie: "If the index is mine, I'll do my stuff. Otherwise I'll do nothing."
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@HuggetSukker: Go
Yes, post away :)
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@TacoManStan: Go
I've gotta agree with Mozared on this. When you're dealing with elements like map awareness and independent camera control, you don't want to be fumbling with 8 different spells.
I'd focus on 3-5 abilities that are good and play really well together as your baseline. Some heroes can have more if they've got special mechanics or are meant to be "advanced" heroes.
Like for example, say you've got a hero whose skills revolve around "charges"-
Passive chance on auto-attack to grant 1 charge.
Ability 1 does light damage and always grants 1 charge.
Ability 2 requires charges and deals good damage.
Ability 3 requires charges and has good utility (stun, blink, shield, w/e).
Ability 4 is an ultimate that grants 3-5 charges and does "something cool".
That gives you a good, well-rounded kit that's approachable for new players, but has adequate depth for veterans because of how the abilities play off eachother. Which order you choose to level them in will affect your hero's playstyle significantly.
Complexity kills maps. Keeping the player's kit tight and intuitive is really important.
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@DerNalia: Go
Wouldn't just doing "Excluded: Uncommandable" work? Is there anything besides the minerals you're trying specifically *not* to kill?
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@DerNalia: Go
Odd, it's never killed minerals when I've used it 0_o
You could add "Excluded: Resource" in there. That should ensure that minerals/vespene aren't roped in. You can also do an If (Conditions) check in there and exclude units belonging to the Neutral player (player 0 I think? or 15? I forget. It's in Player Properties).
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@DerNalia: Go
Does this need to happen during the game, or is are you just looking to change what setup the game begins with?
Assuming the former, you can use a trigger that picks each unit in a given region, and checks to see if it's type "structure" and kills it if so.
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@OneTwoSC: Go
Indeed. He's clearly setting the stage for "The safe word is Banana" Nexus Hindrance Debate Wars.
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Does that apply to building construction (as with Nexus Wars), or actual spawned units on the field?
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@REDlandry: Go
Our initial goal was to really recapture the magic of the WC3 version. I think it's fair to say we've done that quite successfully.
We're now taking a hard look at the game's various mechanics and trying to re-work things that just don't cut it anymore. An example is that once we acquire a UI maker of sufficient skill, we're likely to drop the "elemental summoning center" building in favor of a much sleeker UI-based approach. The functionality of interest is also under a magnifying glass and many of our "less fun" towers have already been re-designed.
I'd completely agree that there's a lot of room for improvement and we'd love to hear any specific ideas or suggestions you have :)
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Looks like amazing fun. Anything in place to control the number of units that spawn? I worry about people juggling units with the beams to make their wave huge until their FPS reaches a point where they no longer can :P
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@Tolkfan: Go
This post makes me want a +1 button. Well said :)
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@DrakenStark: Go
It's hard to say what the issue could be without a bit more context. Any chance you could post an example?
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@BloodClud: Go
Do you know if your trigger is firing at all? I'd try throwing a test action in there like "display text message" to confirm that it's actually going through. Try placing it at different parts of the trigger to see where it's failing.
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@strhsxx: Go
I'm *really* confused with what you're trying to do, but I'm glad you got it working :)
And I wasn't aware you could move established regions using triggers. Learn something new every day.
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@MrZentors: Go
There's a specific action for Camera Shake. You can set duration and intensity.
"Lock Camera Input for Player" will allow you to stick it to a fixed location when combined with "pan camera to point".
Pretty much any camera change over X period of time can be evil (apply camera rotation X over 1 second, back and forth...that'll make ya dizzy for sure)
...But now I'm curious - why would you want to do something so evil? :O
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@strhsxx: Go
I haven't tested it, but the following *should* work if your regions are circular-
1. Instead of "unit enters region" use "unit enters within <radius> of <point>"
2. Create a variable to store your current "point"
3. Set the <point> in #1 to use your point variable
4. Every 30 seconds, change the value of <point> to the desired point for the center of your region
If your regions need to have a non-circular shape, you'll probably have to make regions for each and every one.
Even so, you can still cycle through which is "active" by using a variable to store the "index" of the active region. You can then set that "index" to a new value every 30 seconds, and set up your "unit enters region" triggers to have Conditions based on the value of the "index", ie: "If the index is mine, I'll do my stuff. Otherwise I'll do nothing."