First of all, you are evil for purposely trying to make someone's game crash. Second, I would try excessive loops that do something complex like, setting the Playable Map Area repeatedly. I've noticed that doing so causes the game to lag a fair bit.
Very nice tutorial. So I'm guessing you have to force the tooltip to update itself everytime the attack damage changes? Also, can you post an image of the tooltip in the editor as well?
I'm not entirely understanding your problem. The bullets fire normally in a spread when you shoot them N, E, S or W but clump if shot using NE, NW, SE or SW as a base angle?
Use a Buff behaviour that periodically applies a Search effect that when it finds a unit validates it using a Unit Type validator and if it's a drone kills it using a Damage effect with the Kill flag set to true. For a base idea of how to do this look up how to make an aura.
It looks fine. Just add the Force Conversion Equal To 4 Stacks (Validator) validator to the Force Conversion Stacks Initial (1) (Set) set and it should work. You don't need to set the Maximum and Minimum count to anything for the set, those are just if you enable the random flag.
You're going in the right direction. The 2 requirements you need are one to hide the first button when the upgrade for the second research has been completed and one to hide the second button for when the third research has been completed.
Place the requirements in the Ability: Commands - Requirement field for the appropriate ability command and set the Ability: Commands - State to restricted for both.
Make sure Force Conversion Stack (1) (Apply Behavior) is targeting the caster in the Effect: Unit+ field. Also I wouldn't suggest using the Behavior: Validators (Remove) for the Force Conversion Stack (1) (Behavior) but if you do make sure to set the Combat: Amount field of Force Conversion (1) (Damage) to a quarter of what you want it to be since it will happen four times, once for each of the buffs I think.
There is no way that I know of to automatically have a model scale to the search area size other than for the cursor targeting splat. You will have to set up events in the actor to change the model size manually.
I'm still not understanding the first question. Does it also involve a continuous increasing of a search area and a model?
1. I'm not sure exactly what you're asking, could you add some more details?
2. Have a Model Animation Style Continuous actor of your death cloud which is created when the persistent starts. The actor would have an event which would increase the size of the cloud for the duration of the persistent effect until it reaches the maximum size. You'll have to play around with numbers in order to get the correct size.
Don't bump only after 3 hours. This isn't a very active community so give a topic at least a day.
If you're unhappy with the direction the current version of the map is heading, why don't you suggest ways to improve it to the maker instead of trying to usurp their work with a copy that is in your opinion better.
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First of all, you are evil for purposely trying to make someone's game crash. Second, I would try excessive loops that do something complex like, setting the Playable Map Area repeatedly. I've noticed that doing so causes the game to lag a fair bit.
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I'm assuming you've tried this already but I'm just going to double-check. The locations for both effects are set to Caster Unit?
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Very nice tutorial. So I'm guessing you have to force the tooltip to update itself everytime the attack damage changes? Also, can you post an image of the tooltip in the editor as well?
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I'm not entirely understanding your problem. The bullets fire normally in a spread when you shoot them N, E, S or W but clump if shot using NE, NW, SE or SW as a base angle?
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Use a Buff behaviour that periodically applies a Search effect that when it finds a unit validates it using a Unit Type validator and if it's a drone kills it using a Damage effect with the Kill flag set to true. For a base idea of how to do this look up how to make an aura.
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@TheLazzoro: Go
He means an effect in data that triggers when damage happens.
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It looks fine. Just add the Force Conversion Equal To 4 Stacks (Validator) validator to the Force Conversion Stacks Initial (1) (Set) set and it should work. You don't need to set the Maximum and Minimum count to anything for the set, those are just if you enable the random flag.
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You don't need the OR statement for the Marine Requirement since the first upgrade which hides it will never be unlearned.
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You're going in the right direction. The 2 requirements you need are one to hide the first button when the upgrade for the second research has been completed and one to hide the second button for when the third research has been completed.
Place the requirements in the Ability: Commands - Requirement field for the appropriate ability command and set the Ability: Commands - State to restricted for both.
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You can't create scaling damage using data. Triggers would have to be your solution for this.
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Make sure Force Conversion Stack (1) (Apply Behavior) is targeting the caster in the Effect: Unit+ field. Also I wouldn't suggest using the Behavior: Validators (Remove) for the Force Conversion Stack (1) (Behavior) but if you do make sure to set the Combat: Amount field of Force Conversion (1) (Damage) to a quarter of what you want it to be since it will happen four times, once for each of the buffs I think.
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If you're defining "worth it" as actually getting something out of it other than personal satisfaction, then no, it's not worth it.
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There is no way that I know of to automatically have a model scale to the search area size other than for the cursor targeting splat. You will have to set up events in the actor to change the model size manually.
I'm still not understanding the first question. Does it also involve a continuous increasing of a search area and a model?
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1. I'm not sure exactly what you're asking, could you add some more details?
2. Have a Model Animation Style Continuous actor of your death cloud which is created when the persistent starts. The actor would have an event which would increase the size of the cloud for the duration of the persistent effect until it reaches the maximum size. You'll have to play around with numbers in order to get the correct size.
Don't bump only after 3 hours. This isn't a very active community so give a topic at least a day.
0
If you're unhappy with the direction the current version of the map is heading, why don't you suggest ways to improve it to the maker instead of trying to usurp their work with a copy that is in your opinion better.