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    posted a message on Making A Graviton Beam Tower
    Quote from ProzaicMuze: Go

    @Draco - You can either have the order issued every N seconds or you can use triggers to specifically tell any unit effected by the graviton beam to move to the end. This treats the graviton beam ending as if the Zealot had spawned from the beginning.

    Well that's my quick fix right now, but I have 19 regions (for smooth, rounded turning) and multipathing in my game. I also have certain parts of my cliff that can be walked up by small units and no matter how much I paint "no pathing" around the area, it just doesn't fix itself. So when the dropped Zealot is issued to move from wherever he is to the exact end, it looks very fugly when he just cuts across the cliff.

    Posted in: Miscellaneous Development
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    posted a message on Making A Graviton Beam Tower

    Thank you guys for your help, especially Prozaic and Azkit. I've run into another complication though. My test zealot wave is ordered from region to region for the pathing, but after a Zealot gets Graviton Beamed, he loses all his orders. Is there a way I can get him to retain his orders?

    Also, how do you make upgrade icons go away after you've already purchased the upgrade?

    On an unrelated note, I've managed to get the zoom to go much farther out, but I can't hear anything. I'd like to make everything audible once I see it at its fixed distance (which'll be farther than the default).

    Thanks for the support.

    Posted in: Miscellaneous Development
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    posted a message on Making A Graviton Beam Tower

    Okay, so I figured out that you can make a weapon produce the effect of "Use ability" and it works swimmingly, but there's two issues with a Graviton Beam Tower that I've run into:

    -The first of which is that if there's only one unit left, it will continually lift it indefinitely. Is there a way I can apply a transient debuff/buff to the unit that prevents it from being retargeted immediately? Or can I script the weapon to always target a different unit after its done?

    -My second problem is that I'd like the tower to be upgradeable, and for every upgrade, it lifts an additional unit simultaneously. Doubling the weapon doesn't work, I found out rather quickly, and I'm not sure how to force two separate targets.

    If anyone could shed light on some of these issues, I'd be very thankful. I've been trying to come up with some creative tower ideas so I'll no doubt be back with more questions later. =)

    Posted in: Miscellaneous Development
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    posted a message on Halp! Minor Problem with Upgrading Towers By Standing On Them

    My friend and I are making a Starcraft equivalent of Pixel Junk Monsters and we're trying to implement the "If you stand on top of a tower, do an animation, then level an experience bar" aspect of it.  We can do the triggers for any one specific instance of a tower just fine, but how do you generalize the conditions to be for all structures (or psionic, biological, etc.)?

    I was also wondering how difficult it'd be to make a vertical exp bar appear when you stood on it? We're just adding energy to the tower at the moment, and when it gets to 100 energy, it upgrades. Can that be handled more elegantly?

    Posted in: Miscellaneous Development
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