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    posted a message on trigger running multiple times help!

    @Andernerd: Go

    I understand what your saying, but in an instance where i kill 1 unit and then .5 second later kill the last unit on the board. The one shot timer wont expire for the last unit dieing (since the first unit activated the timer first) and then it will never progress to the next wave. Correct?

    Posted in: Miscellaneous Development
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    posted a message on trigger running multiple times help!

    Im doing a tower defense variant and need some trigger help:

    I have 1 trigger that runs each time a unit dies. That trigger adds a unit bounty depending on which unit died to the player and at the end of that trigger it runs another trigger which checks to see if there are any remaining enemies on the map. If there are remaining enemies nothing happens. If there aren't any remaining enemies a wave completion bounty is added to each player and initiates a timer for the next wave.

    Here is were my problem comes into play. I have towers that do AOE damage and if I happen to kill off the last 15 units on the map in one fell swoop the trigger activates the wave bounty trigger 15 times which adds 15xwave boundy, 15 wave completion messages, etc...

    How would I go about making sure that the wave bounty trigger only runs 1 time?

    Thank you

    Posted in: Miscellaneous Development
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    posted a message on increasing broodlord attack distance

    @depthsofchaos: Go

    Tried this, rather the leash works just like a leash in that when the unit can't go physically past that distance. It doesn't change the actual range at which the broodlord can shoot broodlings.

    Anyone ?

    Posted in: Miscellaneous Development
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    posted a message on Ability that drains health

    @MADLinsen: Go

    You apply a behavior to the target that behavior set a periodic effect which is a damaging effect that triggers every period.

    Posted in: Miscellaneous Development
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    posted a message on data editor genius needed

    I'm trying to modify a towers weapon with this idea in mind: When an enemy moves within the firing radius the tower shoots out projectiles in 20degree increments all around the tower and if the projecile hits a unit it will apply damage. In other words, when unit enters radius 18 projectiles launch from the tower with 20 degrees separation between projectiles. As the projectiles go out the distance between projectiles will increase. I don't want the projectiles to "lock on" to any specific target. Work more like a chance a unit will get hit and a chance it wont. I would also like the projectiles to disappear after reaching a certain distance from the tower.

    How exactly would I go about doing this?

    Posted in: Miscellaneous Development
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    posted a message on unit fire two weapons at same time

    @Sublimity: Go

    Creating a persistent effect to fire multiple projectiles isn't what I was looking for. I have two completely different weapon setups doing completely different things.

    @Bifuu Going to try that right now

    Posted in: Miscellaneous Development
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    posted a message on minimap structure

    Usually when you build something it appreas as green on the minimap with a certain radius signifying that you own that building. I created a structure with a copy of the xelnaga actor and model. I got rid of the "blue eye" icon that appears on the minimap when you build one, but even though the minimap radius is set to .75 the structure doesn't show up on the minimap. Any ideas why? or how to fix this?

    Than ks

    Posted in: Miscellaneous Development
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    posted a message on Help me Brainstorm for a Hero Map

    @zeldarules28: Go

    Yes Etravex is fine. And feel free to modify whichever way you would like. The ideas are there for your taking.

    Posted in: Miscellaneous Development
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    posted a message on increasing broodlord attack distance

    Anyone?

    Posted in: Miscellaneous Development
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    posted a message on unit fire two weapons at same time

    How do I get a tower to fire two weapons at the same time? I have both weapons equipped on the unit but it only fires 1 currently.

    Posted in: Miscellaneous Development
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    posted a message on Harvesting minerals question

    @akaGrimm: Go

    Excellent thank you very much

    Posted in: Miscellaneous Development
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    posted a message on Help me Brainstorm for a Hero Map

    <<reply 121216>

    I started a map back when we first got the editor which pertains to your exact idea. Due to my team splitting up the project was half finished. I would hate to see it not be utilized ever though. I will tell you the concept and if you decide to use any ideas please give friendly acknowledgment to myself when you publish the map.

    -two teams -5 players each team - two lanes that connect each team together -monsters auto generate from base and attack targeting opposite team following the lanes -8 total capturable regions. 3 capturable regions on each lane. The one closest to a team was the tier 1 capture spot in which, once captured, would produce extra units to spawn from that teams base. The regions in the center of each lane (equal distant between both bases) was the tier 2 region which, once captured, would produce even more (stronger) units from that teams base. Tier 3 was the region closest to the enemies base (the opposing teams tier 1 region=the teams tier 3) which was the hardest region to capture and if captured would produce even greater units. In addition, tier 1 produced 5minerals every 10 seconds, tier 2 produced 7 minerals every 10 seconds and tier 3 produced 9 minerals every 10 seconds. -two regions which produced +1 gas were located on the very left and ride sides of the map in the middle (equal distant from bases) gas needed for some special upgrades etc... -Also, had created a hero which I felt had an awesome dynamic compared to most hero designs. It was called the Beserker and would generate energy by attacking and if passive would degenerate energy (sort of like a combo system) so the longer you attacked the more powerful abilities you could use.

    If you are interested in using any ideas or want to see the map for triggering or hero purposes send me a PM. If you decide to use anything I would only want some type of acknowledgment when published.

    -items, shops, inventory, heroes gaining levels and attribute point distribution.

    Posted in: Miscellaneous Development
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    posted a message on players who leave

    how do you make it so your teammates dont control the left players units?

    Posted in: Miscellaneous Development
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    posted a message on increasing broodlord attack distance

    It would seem trivial, but changing the broodlord's weapon range doesn't make the broodlings fire from farther away. What stat do I change to access the Range for the broodlord? (i.e. I want a 30 range so that the broodlord will fire broodlings from 30 away).

    Thank you

    Posted in: Miscellaneous Development
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    posted a message on data editor-broodlord help

    I'm looking at the unchanged "Broodlord" unit in the data editor and trying to figure out the function of this unit, because I want to create that same function (spawning broodlings and sending them out to attack) on a different unit. But am completely at a loss here. I'm looking at the broodlord weapon which is the "brood lord broodling strike" and there is no effect-effect linked to this weapon!~ WTH, I see on the unit tree the broodling escort damage and realize this is the damage that is caused at impact, but yet again the weapon doesn't have anything set for the effect-effect. Second, I can't find how the broodlord spawns broodlings fuction. I was thinking maybe the broodlord used the same principal as the "Hatchery spawn larva" behavior, but it doesn't. So trying to set this up on a differnt unit is prooving difficult. Does anyone have some information regarding the functinoality of the broodlord so that I can accomplish my goal?

    Thanks

    Posted in: Miscellaneous Development
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