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    posted a message on Diablo Fireball Spell Tutorial

    Sorry to necro, but I love this guide. If there is a more up to date thread please point me to it.

    Anyway, I'm also interested in ZeroX33 question; would like to have the missile travel longer than the casting range.

    Also I've encountered a bug with this. When I shoot a target which is out of sigh (e.g., by me moving back) the unit is damaged and even killed - but leaves no corpse! Why does this happen?

    Thanks

    Posted in: Tutorials
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    posted a message on Buff value based on % health left

    Hi,

    I'm fairly new to the editor. I want to make a permanent "buff" that makes a unit have attack speed increased based on percentage health left; the lower life %, the larger attack speed increase. For behaviors there is of course a choice of attack speed increase, but how can I make this to be % health left? [Once this is solved, I guess I will make it into a periodic behavior applying the buff every second or so.] Do I need to use triggers? (Messy)

    Thanks

    Posted in: Data
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    posted a message on Help comparing number of units between players

    @SouLCarveRR yea that's the function I use. The problem I had is that the loops comparing all players when there's (say) 8 players gets extremely tedious.

    @Monkalizer That's basicly how I solved it now. Works fine thanks. The problem I got right now is how to simplify solving ties. Because I want the player with most units get 1st place victory points, player with second most gets 2nd place victory points. If there's a tie for first place, then they share 2nd most VP and no other gets points. If there is a tie for second place (but not first place), tied players don't receive anything.

    I'll post something more when I got a bit further with the issue.

    Posted in: Triggers
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    posted a message on Help comparing number of units between players

    Hi Mapster!

    I'm trying to make a more-or-less king of the hill map in which the player with the biggest amount of units in a region will receive victory points.

    I got the trigger working but it's incredible inefficient - I bet alot of you guys know how make it more efficient.

    Basicly in the trigger I have a If Then Else Action where I check a And condition. The And condition compares if number of units owned by player 1 in the region is bigger than the number of units owned by player 2 in the region AND if number of units owned by player 1 in the region is bigger than number of units owned by player 3 in the region AND etc for player 1 compared to 4 and player 1 compared to 5. Then give VP to player 1. ELSE compare if player 2 has bigger number than player 3 etc etc.

    Again, this is incredible inefficient. Also, I don't know yet what to about a tie except creating a gigantic If Then Else comparison again between player 1&2 > to rest etc etc.

    Do you have any suggestions?

    I hope I made the situation pretty clear. Basicly, I'm looking for a function that finds the biggest integer among a group of integers (number of units) and another one that can give me the leading tie.

    Thanks!

    Posted in: Triggers
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