• 0

    posted a message on Ability flag: Best Unit and figuring out who the Best Unit is!

    @XGDragon:

    As far as I know, Best Unit = the unit in the best position to do the action.  If you play as zerg in a normal game and highlight 3 separate queens and tell them all to spawn larva it is always the one closest that goes.

    Posted in: Data
  • 0

    posted a message on Nano-Repair behavior: usable by more than one unit on a single target?

    I did the same thing for the medics heal.  All you need to do is go to the Nano Repair (Create Healer) effect.  Inside there remove the validator that says 'no markers' and you should be good to go!  If you have any issues please post back.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Builders and Fighters

    @Pwootage:

    I noticed a bug yesterday while playing and it seems to only affect zerg harvesters.  When they are harvesting they will quite frequently stop harvesting for 5-10 seconds and then start again randomly.  They do show as idle on the UI.

    Other than that I find it to be quite fun.  GJ!

    Posted in: Project Workplace
  • 0

    posted a message on NPC player not using abilities

    @Mastershadow:

    Yes its in the data editor for the ability.  As an example I have set the sentry forcefield to auto cast range 10 and turned on the flags for auto cast and auto cast on.  Give it a shot and let me know if it works for you.

    Posted in: Miscellaneous Development
  • 0

    posted a message on NPC player not using abilities

    @Mastershadow:

    In order to get my AI to use abilities I set them on auto cast with a range of 10 (This may be too high for your needs).  I then watched my AI and saw that they never cast unless I was within that range.

    Hopefully you can make this work for you for all the abilities instead of making triggers for everything.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Easiest way to create +x.x dmg increase per kill?

    @Azzaaer: Go

    That is great! Glad to help.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Easiest way to create +x.x dmg increase per kill?

    @Azzaaer: Go

    I personally haven't used it yet, but I did see an option for 'transfer behavior' somewhere. I think it was in effects. I will take a look in 2-3 hours when I get home from work. Best of luck!

    Posted in: Miscellaneous Development
  • 0

    posted a message on Easiest way to create +x.x dmg increase per kill?

    @Azzaaer: Go

    Create a behavior with type set to buff. Make the behavior be your +.1 damage per stack. Set it so that you can have up to 255 stacks of the buff on the target. Then you have to make a trigger that adds the behavior every x kills.

    Another option is to do it by veterency. You would have to make every unit worth 1xp and make every level of veterency take 5xp (turn off shared) and each level increases damage by .1

    Posted in: Miscellaneous Development
  • 0

    posted a message on Need some creative inspiration.

    I have been working on a RPG style map and need to create more abilities. If you have an ability that you can't seem to get working or just something you think would be fun to play with please post it here.

    The only real requirements I have is to try and stick along the lines of the characters I have.

    1. Reaper - Engineer (already has auto turret, stun grenades, and the dog from the campaign)
    2. Tauren - Ranged Tank (already has Warstomp, snare aura, multi target damage over time)
    3. Medic - Healer (already has heal, aoe stun, and a shielding ability)
    4. Ghost - Assassin / single target killer (already has Snipe, Cloak)
    5. Marine - Team buffer / high multi target dps ("Spray and Pray" which lowers damage but allows to hit multiple targets at the same time, Stim, Take Aim which increases damage but stops you from moving for 10 seconds)
    6. Firebat - Short range/aoe tank (already has Engulfing flames which hits 3 targets with the hellion attack)

    All classes need to have some offensive and defensive abilities, however they will have more of their type. All tanks have a taunt ability and a large damage reduction ability All non healers have a bandage ability

    Thanks for any suggestions that come from this.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Is it possible to use an "ability pool" in the command card?

    @Redfox777:

    Are you using a learn tab for command card 2?  When I use a learn tab then the abilities that are not learned are hidden on card 1.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Help] Camera Issue

    @malu05:

    It is using the standard camera with it being locked on the hero.  So, about a 45 degree angle looking at the hero.

     I currently don't have any rotation or any other camera adjustments allowed.  I really just need to offset it so the hero is more toward the middle / top of the screen to allow equal view all around the hero.  Any tips would be great.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Help] Camera Issue

    Hello,

    I have setup a camera that properly locks and follows my hero around. However, I do not like the exact position the camera sits at where the unit is at the bottom 1/3 of the screen. This position makes it really hard to see units that are just below you. Is there a way to move the 'center' of where the camera is locking? I looked through the default and didn't see anything about an offset.

    Do you know of anyway to set the camera to keep the hero in the center, or maybe slightly above, of the open area?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Trigger Issue with Burrow

    Does anyone have tips on how to do this?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Lives for players?

    @b0ne123: Go

    I tend to always use my variables, however I occasionally forget and use triggering unit. The only time it would matter is if the trigger is really long with wait periods to where the 'triggering unit' may be lost. Thanks for pointing it out though because I would prefer to clean it up.

    Posted in: Miscellaneous Development
  • To post a comment, please or register a new account.