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    posted a message on dead validator and ability

    @onslaughtbear: Go

    Finally done with the ability. Damage and kill flag was good. The valiadator was funny though. I didn't expect it to work that way. It made my spell target dead units only instead of checking when a unit dies. Thanks

    One more thing, how do I make an ability move slower. For example, my ability creates a missile that flies to a designated point. It works well, just that it flies too fast. Is there any way to make it fly slower?

    Has it got to do with offset values? I tried messing around with them, but it seems to screw up the ability instead.

    Posted in: Data
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    posted a message on dead validator and ability

    @DrSuperEvil: Go

    Sounds good. Now to check if the validator works. I'll post updates here when I am done with the ability

    Posted in: Data
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    posted a message on dead validator and ability

    Hi, I need to know if its possible to do a validator to check when the unit dies. What i have setup is a unit filter, excluded all except for dead, which is required. Is this the right way?

    Another thing I need to check if is there is a way to kill of a unit after it uses a spell. I tried vitals 100 by fraction but it didn't seem to work. Apparently it said that I have not enough life to even execute the ability...

    Posted in: Data
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    posted a message on Help with weapons

    Behavior - Behaviors - Behavior

    This was what i was lacking all along!!!! Oh well, I guess its more memoriable to learn stuff the hard way. Thanks a lot for your tutorial and your help. Btw, if you dont mind, can i use your phrase mine for an attack lol

    Posted in: Data
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    posted a message on Help with weapons

    @DrSuperEvil: Go

    Thanks for the reply. I understood most of it and have already done so. Except for the first part. What do you mean by initial weapon that is always on (Isn't the initial weapon always on?) and the other behaviour disables the initial weapon behaviour? How do I get about doing that?

    Edit: Crap, I just realised that the behavior isn't doing anything to the zealot. (I put a movespeed X2 just to check it). So, how do i properly attach the behavior to the zealot? I went to actors and added from event - event. from there i am not too sure what to do.

    On a side note, under unit - zealot - weapons. Do I need to attach my new weapon onto the zealot? Or can I just put it in behaviours and expect the weapon to auto change for me?

    This is meant to be a permanent swap. The scenario is this. Its a tug of war map, so zealots will be constantly spawning. The player doesn't control the zealots, so the skill needs to be a passive one or autocast. After the upg is purchased, zealots, including the ones that will be spawned, once they have 30% or lesser life, the weapon will swap to another weapon.

    Thanks a lot.

    Posted in: Data
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    posted a message on Help with weapons

    I need help with changing weapons. i have read some of the threads here, but i dont really understand what am I supposed to do..

    What I am trying to achieve is, when the zealot reaches 1/3 life or lesser, his weapon automatically changes to another one if the player purchases the upgrade.

    So, what I have done so far is, I have a validator which has Life < 1/3 HP. The behavior buff for the weapon change by changing the modification values. Under the mod values, weapons tab, weapons disabled, I put the psi blades there and weapons enabled, I put my new weapon there. I also did an upgrade under the upgrade tab but I am not sure of what to insert there for the upgrade - effects+. I also duplicated the psi blades weapons and edited it to use it as the other weapon

    However, this doesn't work. I am unable to get the zealot to change weapons at 1/3hp or less... any ideas on where I am lacking? And, as for upgrades, how can I use the upgrade to affect the behavior? Will upgrade - effects, Behaviour set do the trick?

    Posted in: Data
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    posted a message on [Data] Accumulative and Multiple Upgrade with Queue

    Go into the Data Source: Requirement

    Make a new Requirement with a similiar name to your upgrade.

    Make a "And" requirement Node.

    Put TWO "Equal" requirements under the "And" Node

    Under "both" Equal Node, put two more nodes.

    Under "both" Equal Node, make one node a Constant with a value of 0.

    Under "both" Equal Node, make one node a CountUpgrade.

    Make One CountUpgrade with an State of "Queue", and the other "In Progress"

    How do you even do the requirement node? I can create them but how do I put them under another node?

    nvm, done it

    Posted in: Tutorials
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    posted a message on Damage source

    Because the units on the ramp are varied. I dont want them to target a specific unit first and I don't want to have to set a priority rating to all my units. Because there will be turrets and such there also. Rather, target the first unit they see on the ramp.

    Posted in: Triggers
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    posted a message on Damage source

    @b0ne123: Go

    Yes, that is what I want to achieve.

    I tried after existing orders, but I already have an order to the units, which is to attack a specific region If i use after existing orders, it wouldnt work because they will attack the region first.

    As for giving the tanks a high priority, that wouldn't work in my scenario because its not only tanks that will be on the ramp. Besides, if the tanks have a high priority I think the result will still be the same as the priorities for the tanks are the same.

    As for the "you can add a "cooldown" to the attack tank trigger" this sounds interesting. Can you please elaborate more about it?

    Edit: FIXED! Thanks for your help anyway. I used (Count of orders on (Triggering unit)) < 2 so that the orders wouldn't overwrite. But, can you still explain the cooldown to the trigger? I have a feeling this may help in other parts of my modding. Thanks!

    Posted in: Triggers
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    posted a message on Damage source

    Hello, I am trying to do a tug of war map. Now, I have a siege tank positioned on top of a ramp. So I have a trigger that uses damage source for the AI to locate the siege tank, attacks it and then goes back to its planned route.

    The problem is, if I have 2 siege tanks at different positions attacking the AI, the damage source trigger will send the AI haywire.

    The AI will attack the first siege tank, but if the second siege tank attacks, they will target the 2nd siege tank instead of the 1st one UNTIL the first siege tank attacks.

    Any ideas how to solve this? I am using " Unit - Order (Triggering unit) to ( Attack targeting (Damaging unit)) (Before Existing Orders)" I tried changing to replace, but it got worse!

    Posted in: Triggers
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    posted a message on Complete Noob's Guide to DOTA-style maps [part 1]

    Hey, I've followed your tutorial and it works perfectly, just one thing. I have a siege tank above a ramp, but the AI doesn't seem smart enough to go up the ramp to attack the siege tank. They just bypass it and go straight towards the opponents CC.

    I tried using pointers but this will just make the AI go up the ramp unnecessary, even when there's no units.

    Is there anyway that points and regions can solve this? Making the AI go up the ramp only when there are units attacking them from the ramp

    Edit: Found out how to do it. Used Damage source

    But now the units just stay on the ramp and not move.

    Posted in: Tutorials
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    posted a message on [Data] Colliding Projectiles
    Quote from Kueken531: Go

    @onslaughtbear: Go

    The Host + field of your FireballImpact actor is set to _Selectable, causing it to attach to a selectable actor within the actor scope. If the fireball misses the target, it attaches to the only selectable actor within the scope, which is the caster. Otherwise it attaches to the target unit.

    Change the _Selectable to nothing by clicking on Custom. This will cause the actor to not be attached to something, it will just spawn at the target point.

    Thats weird. When i followed the tutorial i am very sure that there was no " _Selectable" there, since you said to be wary of that. But thanks anyway. I guess I need to pay more attention to small details like these that can screw up the whole thing.

    Posted in: Tutorials
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    posted a message on [Data] Colliding Projectiles

    Heres the map.

    I realised that the fireball only appears on the Roach in the event that the Roach misses. If the fireball hits the target, it stills do as its supposed to.

    If, this happens, how can I change it? Lets just say this situation happens.

    Fireball destroy persistent

    FireballDamage.

    Thanks

    Posted in: Tutorials
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    posted a message on [Data] Colliding Projectiles

    @Kueken531: Go

    Thanks! It turns out that my fireball missile wasn't attached to the Roach. Can't believe i spent 2 hours and not being able to figure that out.

    Now I have another problem. After the projectile for the fireball has been fired, the fireball appears on the roach instead of at the targeted position... I've checked the target points and didn't really see anything wrong with them..

    And, if effect shows

    • Fireball destroy persistent
    • FireballDamage.

    Will it trigger destroy persistent first before damage?

    thanks

    Posted in: Tutorials
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    posted a message on [Data] Colliding Projectiles

    Hi, thanks for the tutorial. Instead of a firebat using the spell, I changed it to a Roach, however it says "unable to create unit actor" when i cast the fireball spell. May I know where did I go wrong? Will just changing the unit means that I need to change something else also or am I missing out on something?

    Thanks

    Posted in: Tutorials
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