I got my ability made with hep of Manticpl and he posted a link to his ability in my "Missile Barrier Ability" thread, same problem, there somehow is a dead one, it seems to vary based on the location in relation to the attacking unit, but I didn't find a pattern yet.
no, max stack one does not do, max stack 5 does, but that still is 100^5 which is more tan long. So, I need to add a (remove behavior)effect that triggers after the shild stops that removes buffs? that shouldn't be too hard, I'll give it a try.
the "time scale 0.01" works, but it works a bit too good, since it also slows the duration of itself. What I am trying to do is make a stack of time scale 0.01, which slows it down to my desiered point, only problem it, the missiles don't stop being slow after 0.01 seconds after the time field is gone, they last 0.01x100^(number of stacked) which is pretty fucking long. How do I make it stay at 0.01 after it's gone, but have the stack same slow effect as, lets say, 30 stacked?
Currently working on Zerg Fighting Arena, since they have an overmind and know what the other one is thinking, it's pure endurance, no strategy, may make a custom game out of it, were 2 random units fight, and you bet, but first, the terrain.
Hi, I want to make an ability that casts a void prison like shield around my hero, which stops all missiles that get in it from moving, the missiles have to still exist so that after 10 seconds or so are up, they all hit the target. The it's kind of supposed to be a last resort ability from the hero unit, if it gets low health, you will use it to stop missiles from hitting you, so you can get 10 more seconds of melee damage in, or enough time to get the healing hero in range to heal up. I'd love to know how I would go about making this, I know how to get the shield around the unit, I know how to make it stop unit movement, but I don't know how to stop missiles, and units aren't supposed to be affected.
you make a new model, then chnage the model fromt hat model, the m3 file exists but no in-editor file uses it, you can fix that by selecting it in the new file, i think you need swarm campaign data
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@Zetal: Go there was a youtube video of it being done PERFECTLY, but I don't know wht it's called, SC2 chronosphere or something like that
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@DrSuperEvil: Go
I guess, but I am bad at the editor.
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@Zetal: Go
I got my ability made with hep of Manticpl and he posted a link to his ability in my "Missile Barrier Ability" thread, same problem, there somehow is a dead one, it seems to vary based on the location in relation to the attacking unit, but I didn't find a pattern yet.
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@maticpl: Go
Zetal has the same problem and made a thread about it, no solution.
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@maticpl: Go The ability has a dead spot which seems to varry, I have yet to find a pattern, but it does have a dead spot, but thank you anyway.
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@maticpl: Go
no, max stack one does not do, max stack 5 does, but that still is 100^5 which is more tan long. So, I need to add a (remove behavior)effect that triggers after the shild stops that removes buffs? that shouldn't be too hard, I'll give it a try.
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@DrSuperEvil: Go
how do I reduce missile movement, movement speed doesn't seem to work.
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@joecab: Go
we'll see this weekend, school and stuff will prevent me from finishing it before.
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@maticpl: Go
the "time scale 0.01" works, but it works a bit too good, since it also slows the duration of itself. What I am trying to do is make a stack of time scale 0.01, which slows it down to my desiered point, only problem it, the missiles don't stop being slow after 0.01 seconds after the time field is gone, they last 0.01x100^(number of stacked) which is pretty fucking long. How do I make it stay at 0.01 after it's gone, but have the stack same slow effect as, lets say, 30 stacked?
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@maticpl: Go
thanks.
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I'm sorry for being such a noob, how do I set time scale with a buff behavior?
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@maticpl: Go
Okay, I was thinking to do it more like the timewarp ability, but what you said will probably work just fine gonna test it out, BRB
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@Mozared: Go
Currently working on Zerg Fighting Arena, since they have an overmind and know what the other one is thinking, it's pure endurance, no strategy, may make a custom game out of it, were 2 random units fight, and you bet, but first, the terrain.
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Hi, I want to make an ability that casts a void prison like shield around my hero, which stops all missiles that get in it from moving, the missiles have to still exist so that after 10 seconds or so are up, they all hit the target. The it's kind of supposed to be a last resort ability from the hero unit, if it gets low health, you will use it to stop missiles from hitting you, so you can get 10 more seconds of melee damage in, or enough time to get the healing hero in range to heal up. I'd love to know how I would go about making this, I know how to get the shield around the unit, I know how to make it stop unit movement, but I don't know how to stop missiles, and units aren't supposed to be affected.
Any help appreciated.
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@StarGazingContinuum: Go
you make a new model, then chnage the model fromt hat model, the m3 file exists but no in-editor file uses it, you can fix that by selecting it in the new file, i think you need swarm campaign data