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    posted a message on Looking to Start a Map Team
    Quote from patrickwobben: Go

    Think he just wants to make a team to help each other with their maps. Say if you have a map and a Idea but don't know exactly how to do it. U can ask your Teammates for help or ask them to make it. If its like this I might be interested in joining your team.

    I'd be interested in a team like that as well... though it pretty much sums up what the forum is for.

    Posted in: Team Recruitment
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    posted a message on Creating a non-homing missile

    @thenamesgregg: Go

    I'm not sure how to check height collision. Maybe ask someone whos made an F/TPS.

    For the missile though...

    Create The Following
    • Unit - Missile (Or just duplicate 1)
    • Ability - Effect - Target
    • Effect - Launch Missile
    • Effect - Persistent
    • Effect - Damage
    • Effect - Search Area
    • Behavior - Buff
    Buff
    • Period: .01
    • Duration: -1
    • Periodic Effect: Search Area
    Search Area
    • Range .3
    • Filter: (Only check Enemy)
    • Effect: Damage
    Launch Missile
    • Ammo Unit: Unit
    Persistent
    • Period Effects: Launch Missile
    • Period Count: 1
    • Target - Location: Target Point (Might be Location - Offset - End)
    Unit
    • Behaviors: Behavior
    • Mover: Generic Missile Mover (If its not already)
    Ability
    • Effect - Effect: Create Persistent

    That should get you started, there may be some kinks there though.

    Posted in: Data
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    posted a message on Few questions for map polish
    Quote from Monictor: Go

    2. How would you make a behavior that deals back a % or flat damage taken to units?

    Couldn't find a way to get this working completely, but .....

    I created Buff1 that applies Buff2 to surrounding enemies. Buff2 has -X% life leeched from damage dealt.

    It works, but the units affected by Buff2 damage themselves regardless of who they attack. Not sure how to make the damage return only occur on the caster of Buff1.

    Posted in: Data
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    posted a message on DoT on unit

    In almost all cases, this should be done with data, unless your doing something pretty weird. Anyways, heres how you do it.

    Data:
    • Create Effect - Damage
    • - Set Damage: X (Damage unit takes every X)
    • Create Behavior - Buff
    • - Set Duration: -1 ( -1 is infinite)
    • - Set Period: X (How often the effect will occur)
    • - Set Periodic Effect: X (Name of your damage effect created)

    Then just apply it to the unit's behavior list.

    Posted in: Triggers
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    posted a message on [Ability,Effect] Replace Move with Attack as default order

    If you not against using triggers, this will most likely work...

    UI - Player Any Player clicks Right mouse button Down.

    Unit - Order (Triggering unit) to ( Attack targeting (Point((Mouse X position clicked in the world), (Mouse Y position clicked in the world)))) (Replace Existing Orders)

    Posted in: Data
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    posted a message on [Solved] Income Structures
    Create Effect - Modify Player
    • Effect - Resources: 1
    • Effect - Player +: Effect - None || Value - Caster
    Create Behavior - Buff
    • Stats - Duration: -1
    • Stats - Period: 15
    • Effect - Periodic: (Name of Modify Player Effect)

    Hope this helps, attaching a map as well.

    Posted in: Data
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    posted a message on The Ironman Trials

    The Ironman Trials

    Summary:

    This will be a 4 player game in which players pick 1 of 3 classes to survive in an arena. Waves of enemies will spawn x seconds into the game, and again x seconds after the last wave was defeated.

    Partner That:

    • Has a clear understanding of the Data Editor
    • Knows how to use Actors well
    • Contributes ideas
    • Can take and give well thought out criticism
    • Has Steam or Skype (Not required, but very helpful)

    My Skills:

    • Trigger - Can make most things that come to mind without too much trouble
    • Terrain - Judge for yourself (Screenshots Below)
    • Data - Understanding of most things, but still learning how to implement them.

    I will be handling Triggers & Terrain alone. As far as Data, I'll be creating templates for Abilities to be improved upon.

    If your interested, send a PM or reply here please.

    Concept is up. NOTE: Nothing here is final.

    Posted in: Team Recruitment
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    posted a message on Actor Help

    I'm creating an ability were rocks shoot upward out of the ground and damage an enemy. The 'rock' actor i want to use is Space Platform Rock Formation.

    I'm not sure how to create it, make it come upwards, or disappear, any help would be appreciated.

    Posted in: Data
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    posted a message on Effect - Apply Behavior Can't Find Behavior [Resolved]

    I created a Behavior - Buff, I tried to find it in Effect - Apply Behavior, but it is not in the list.

    Has anyone else had this problem?

    How can I fix it?

    Ok apparently remaking the behavior (which I had already done) worked.

    Posted in: Data
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    posted a message on Adding Ability Charges When Dmg is Taken? [Resolved]

    Solved indeed!

    Thanks for the help and especially for taking the extra time to upload a map of it.

    After comparing your Modify Unit with mine, I realized that I overlooked Target - Impact Unit... I'm genius.

    Posted in: Data
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    posted a message on Adding Ability Charges When Dmg is Taken? [Resolved]

    Bump. Could really use some help, this is a key component of my casting system.

    Posted in: Data
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    posted a message on Adding Ability Charges When Dmg is Taken? [Resolved]

    I applied psi storm to check as you suggested and noticed that as attacker or defender, the psi storm always comes out of the unit that attacked mine. I wasn't completely sure so I switched it to Stim Pack (Apply Buff) instead and the buff was applied both times to the attacker of my unit.

    The Hybrid Dont Die doesn't look like it applies an effect, it just causes 0% dmg when fatal damage is taken.

    Is there another way to check when a unit takes damage and apply an effect aside from buff or triggers?

    Posted in: Data
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    posted a message on Adding Ability Charges When Dmg is Taken? [Resolved]

    I'm trying to create a passive that causes ability charges to generate when damage is taken. All abilities will use the same charge link. I've taken a look at hardened shield to try and figure it out. To trigger the effect when damage is taken, i'm using...

    • Effect
    • Buff
    • Combat - Damage Response
    • Chance: 1

    I'm not sure whether or not to use Exhausted or Handled to trigger the charge gaining effect. I've tried both, so it may be my 'reload' effect.

    For my Recharge effect i'm using...

    • Effect
    • Modify Unit
    • Cost
    • Add Charges (The ability that uses the same charge link as all other abilities)
    • Usage Charge Count : -1

    It currently doesn't work at all, does anyone know what i'm doing wrong?

    Posted in: Data
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    posted a message on Firefox 4

    I use Chrome over FireFox for 3 reasons:

    1. Auto-fill in Address bar ( This is one of the things that makes browsing and jumping from different windows without bookmarking or tabbing to hell really fast imo )

    2. Google search from the address bar ( Very useful if you look up random stuff compulsively )

    3. New Tab page( Has most visited pages laid out with preview thumbnails, bookmark organized across the top and recently closed along the bottom ).

    I have to say though that all the add-ons for FireFox really made me wish that it had the above features, because i'd switch back in an instant if it did.

    Posted in: Off-Topic
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