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    posted a message on Access comand card via trigger

    Hey helpful community,

    As the forum's search function didn't give me any hints, I'll create a new thread here. This is my question:

    Is it possible to control the active command card a unit has via trigger? Can I detect with an event if a command card was opened/closed?

    I'm thankful for you help! AegisPrime

    Posted in: Triggers
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    posted a message on Kobold Tribes

    Hey,

    this game is definitely one of the best games currently available at Battle.Net. I enjoyed playing it and found the creative part as well as the technical part very well done. Good job. Of course I don't just post to say this, so here are my ideas of making the game better:

    (some of them have been said here before, so listing them here means that I strongly support them!)

    • Give more information about the game. When I die I had no idea there was a way to revive. If there was a message, it just got lost. A big dialog giving me information about a shrine, and maybe even showing it to me would encourage me to stay in game and communicate with my teammates to make them revive me.
    • I've no real idea how to take things over and it's never said anywhere. Why not simply make me overtake structures by standing next to it for more than 10 seconds or so and give it a nice bar, so I see that I'm overtaking (easily done with behavior and shown countdown).
    • I like the concept of getting high up items by doing those quests. That really gave some reasons to go into Pvp. However, after a certain point one player can be extremely strong and too hard to take down, even in 3v1. If it's easier to be revived, maybe reduce the bonuses, especially armor, a little?
    • Give more possibilities to defend your base. I like the spike trap, but something like a watch-tower you can climb onto and use a special range attack might be cool. Or more possibilities for traps. The spike trap doesn't really deal damage against players, so there's no real use for them. Luring enemies into traps could be a great feature of the game though. Just think about poison traps that slow down enemies, and a fire trap that deals damage as long as you're standing in it. Thinking of these trap-combinations could be a great thing.
    • Make the game play a warning sound, when any of my stats reaches around 15 or less.
    • Share buildings by default, so allies can turn my campfire on, use my tavern, etc.
    • Add more buildings that are really hard to acquire. As said above, it just takes about 5 minutes to construct everything. What I'd find really, really great would be something like the construction of wonders: A huge building, that has certain phases of construction and can be build cooperative. If it's finished it grants your whole team an advantage. An idea would be: "Temple of the Rain God". First phase requires 10 stone, when all 10 stones are placed close ot it, it advances to phase 2 where you need 10 sticks. When that's done as well, you advance to phase 3 where you need 10 spice, for example. When it's done, you and your allies don't get the soaked debuff, when it's raining. Just an example of what it could be like.

    I rate your map 5/5 stars. Worth playing and replaying! Again, this is one of the best maps out there!

    Gr33tz

    Posted in: Map Feedback
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    posted a message on Problem with Actor facing

    I tried a lot with that tip but I could only two results: If I'm not scoping the effect no matter what I'm adding next, the actor is created at the casting hero, instead of the effect where it is supposed to be created at. It faces the right direction then, but that's not what I want.

    If I scope the effect or leave it implicit, the actor is still facing straight to the camera and is not influenced by the hero's facing.

    More information: Actor events: Effect - starts At Effect Create

    Animation done destroy

    Hosting: Host For Properties [Tried adding different scopes here and entered _Selectable] Hosting: Host For SiteOps [Added SOpForwadingTarget/Caster/etc] Hosting: Host Supporter [no changes here]

    Thanks for the help. Maybe I understood something wrong?

    I look forward for help. Gr33tz

    Posted in: Data
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    posted a message on Problem with Actor facing

    Hey guys,

    I've a probably basic actor-problem.

    I created an ability with a persistant triggering a search effect. Then I created an actor which is created correctly when the search effect is started. However the effect always faces to the player. Is there an option to let it face the same as the hero casting the ability? As it is a shockwave-like spell it's pretty important and just looks odd for me now. I looked through the Host settings of the actor but couldn't come up with a solution, so I hope for your help!

    Thanks in advance. I hope I stated my problem good enough here ;)

    Gr33tz

    Posted in: Data
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    posted a message on Problem with multiply beams at one effect

    I tried using the impact and it actually works for exactly two times the effect is spawned by the persistant. (????) After that, only at the last unit that entered the searched area the effect is shown.
    This is totally confusing and I've no idea what the reasons might be. Could it be a problem with the actor not being destroyed properly?

    thanks for the answers!

    Posted in: Data
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    posted a message on Problem with multiply beams at one effect

    on what should I base it instead? Bea Simple Animation Style Continous is even worse, isn't it?

    Posted in: Data
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    posted a message on Problem with multiply beams at one effect

    Hey guys,

    I've problem with beams. I made an ability that grants a certain behavior to a group of allied units in range. Everything works fine, but it the beam is only shown once. Instead of a beam coming from the caster to all targeted units, only the last that entered his range seems to get linked by the beam, although all units get the behavior. So again: It's just the visual effect that doesn't work!

    This is the actor I'm using:
    Actor Type: Beam (Simple)
    Based On: Beam Simple Animation Style One Shot

    Events:
    Effect.spell.Start
    . At Target
    . Create
    ActorCreation
    . Set TintColor
    ActorCreation
    . AnimPlay Beam, etc
    AnimDone
    . AnimName Beam
    . Destroy

    Hosting: Host: Scope Target Subject: _Selectable
    Hosting Host Impact: Scope Target, Subject: _Selectable
    +siteops
    Hosting Host Launch: Scope Caster, Subject: _Selectable
    +siteops

    I've no clue why it doesn't work. Do I need to create a persistant searching for a single target instead?

    Thanks for you help in advance!
    Aegis

    Posted in: Data
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