I think that your problem is the "Tier", even tho I don't know what exactly it is, because I always work with the german editor and I can't find the tier condition just in the second, or the picked integer. The complete trigger would be very helpful.
Additionally you don't need extra "Or"s after each seperate condition. It just use more memory space.
And you can shorten the whole thing if you take "Math - Modulo (integer)": Tier of Player mod 10 == 1.
Nah, not that, but she's right. There is absolutly nothing to see. A preserver without skills or anything else. Nothing spectecular.
Additionally you didn't say anything about your map. For me, it's just a demo of Starcraft II and not what your map is about (haven't sound activated, but everything I could see explains itself).
Theoretically you could try to put a behaviour with X (number of shield points) stacks on each unit and every Y seconds with stacks will refresh tto the right number and damage the targets for each stack on the caster unit.
I don't know how much this would causing lags or whether we can compare stacks of a behaviour with the current shield value.
I think Moza was a bit harsh but he's right. Neither the first nor your second "challenge" is kinda hard.
Instead you should try this: touch with your pinky the thumb's proximal phalange.
I noticed some Monster Hunter references and the current game reminds me exactly at this.
Some things I want to point at:
Leveling progress: I noticed some spells received at lvl 28. I played approx. 20 minutes and was only level 3. Especially in Starcraft 2 fun maps I would really dislike such a slow level progression. I don't want to imagine how long it takes to maximum level. And there are 4 mage types.
Upgrading Spells: Upgrading single spells is a must-have feature today. But there are various problems. First of all level 3 for a level 1 spell become obsolete relatively quickly while upgrading high level spells is too strong. Secondly upgrading only stats on a spell is fairly boring. The changes aren't got to be noticed easily or the players ask themselves: "Do it work properly?"
Inventory: The hotkey 1 is a taboo for everything else than team management. I used so many pots without noticing it. In WC3 was the num pad fairly suitable for using items.
Coordination: As I mentioned in the chat: Transitions needs a floatable text-message where it transists. The arrow on the floor isn't very useful, but it fills it purpose. (There is an exit.)
Passives: I played as a poison mage and it very dangerous with such concepts. At level 1 I tryed the spells, nothing to mention. But level 2 was very different. I tryed Locust Swarm and was shocked. Combinated with the two passives I was fairly immortal. Locust Swarm, Passive 1 and walking, walking, walking. Meditation even helps me to "fight" incoming waves in the arena.
Death: Except one respawn death of some ultralisks I never felt any danger in the game. It was some kind of quite the whole time.
If you already haven't a idea for the circle I can offer you this:
An oval is bordered by two circles. You can detect two nearby points, increase or decrease the angle by 90 (whether you go clockwise or not) and trying to find a point on the other side of the oval. If you do it for each point theoretically you will find a maximum and a minimum value with the associated points, which should staying nearly in a right angle. The crossing point should be the center for the circle with a diameter of the average of the distance values.
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I think that your problem is the "Tier", even tho I don't know what exactly it is, because I always work with the german editor and I can't find the tier condition just in the second, or the picked integer. The complete trigger would be very helpful.
Additionally you don't need extra "Or"s after each seperate condition. It just use more memory space.
And you can shorten the whole thing if you take "Math - Modulo (integer)": Tier of Player mod 10 == 1.
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Sarcasm or funny mentions are hard to discover via internet. ;P
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@Aphex_: Go
I didn't say I don't want to... just official forum posts.
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I have to wait until it comes to Germany, officially. ;P
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Okay... I didn't want to say it but...
Eiviyn... that was mean...
Nah, not that, but she's right. There is absolutly nothing to see. A preserver without skills or anything else. Nothing spectecular.
Additionally you didn't say anything about your map. For me, it's just a demo of Starcraft II and not what your map is about (haven't sound activated, but everything I could see explains itself).
You have a long way to go.
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Theoretically you could try to put a behaviour with X (number of shield points) stacks on each unit and every Y seconds with stacks will refresh tto the right number and damage the targets for each stack on the caster unit.
I don't know how much this would causing lags or whether we can compare stacks of a behaviour with the current shield value.
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X mod 5 determ the rest of the integer division of X divided through 5.
Examples:
3 mod 5 = 3
10 mod 5 = 0
11 mod 5 = 1
14 mod 5 = 4
15 mod 5 = 0
1337 mod 666 = 5
and so on.
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Yep, I've seen it, too. Currently downloading. <3
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Implented it with copy paste and premate link function, but thanks anyway.
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As far as I know, it's possible to ask for items from your inventory.
Theoretically you can create a fake inventory via dialogs to recreate an inventory and link them.
I've created a tutorial once for custom inventories.
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I think Moza was a bit harsh but he's right. Neither the first nor your second "challenge" is kinda hard.
Instead you should try this: touch with your pinky the thumb's proximal phalange.
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I noticed some Monster Hunter references and the current game reminds me exactly at this.
Some things I want to point at:
Leveling progress: I noticed some spells received at lvl 28. I played approx. 20 minutes and was only level 3. Especially in Starcraft 2 fun maps I would really dislike such a slow level progression. I don't want to imagine how long it takes to maximum level. And there are 4 mage types.
Upgrading Spells: Upgrading single spells is a must-have feature today. But there are various problems. First of all level 3 for a level 1 spell become obsolete relatively quickly while upgrading high level spells is too strong. Secondly upgrading only stats on a spell is fairly boring. The changes aren't got to be noticed easily or the players ask themselves: "Do it work properly?"
Inventory: The hotkey 1 is a taboo for everything else than team management. I used so many pots without noticing it. In WC3 was the num pad fairly suitable for using items.
Coordination: As I mentioned in the chat: Transitions needs a floatable text-message where it transists. The arrow on the floor isn't very useful, but it fills it purpose. (There is an exit.)
Passives: I played as a poison mage and it very dangerous with such concepts. At level 1 I tryed the spells, nothing to mention. But level 2 was very different. I tryed Locust Swarm and was shocked. Combinated with the two passives I was fairly immortal. Locust Swarm, Passive 1 and walking, walking, walking. Meditation even helps me to "fight" incoming waves in the arena.
Death: Except one respawn death of some ultralisks I never felt any danger in the game. It was some kind of quite the whole time.
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Never thought about, because I always used "UnitRevive", "UnitBirth", "ActorDestruction" and "UnitDeath". Never had any problem with it.
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If you already haven't a idea for the circle I can offer you this:
An oval is bordered by two circles. You can detect two nearby points, increase or decrease the angle by 90 (whether you go clockwise or not) and trying to find a point on the other side of the oval. If you do it for each point theoretically you will find a maximum and a minimum value with the associated points, which should staying nearly in a right angle. The crossing point should be the center for the circle with a diameter of the average of the distance values.
Just playing with ideas here.
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Unit - Order (>>>Triggering unit<<<) to ( Attack targeting Team2Spawn) (Replace Existing Orders)
Must be replaced by "Picked Unit"