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    posted a message on [Video, Data] WC3 Shop Emulation

    @MrVyl: Go

    you want upgrades not items.

    as far as the paying a mothership to port everything, just give the mothership the ability make it neutral to the player, and add a cost to the ability of minerals.

    Posted in: Tutorials
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    posted a message on [Trigger] Saving hero levels/abilities/items/stats on "death".

    @Bernini104: Go

    Except that the unit never really dies. which means any on death triggers never occur unless you code them that way.

    I noticed the new dota clone uses this method, you can tell because your hero is still selected when you die (all be he is hidden and invulnerable)

    It can be done using the revive trigger just fine.

    simple breakdown of current method:

    when hero dies, hide all units in entire map belonging to that player. make a variable unit group = those items. wait respawn time create new item for that hero from items in the unit group. destroy all the old items.

    took me a while to figure it out. also make sure your item units are invulnerable or aoe attacks can kill them. unless you have filters set up.

    Posted in: Tutorials
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    posted a message on Hero Revive item issue

    So I have a Hero Revive trigger set up. it hides the items when the hero drops them and recreates them on him after he is resurrected. the problem is that sometimes (seemingly random) he will die and re-spawn without any items. or with some gone. or sometimes items just leave for unknown reasons.

    it seems that the first death is usually fine, but after that it starts to cause problems.

    any ideas?

    Posted in: Miscellaneous Development
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    posted a message on Some questions about buttons, tooltips, abilities.

    @denadan: Go

    I don't know how to link an ability to an item weapon. although I am interested in this as well.

    When I think about it you would probably have to use triggers to augment the current weapon's effects based on the ability level of the hero unit.

    I don't know if there's a way to have an effect from an ability target and augment an effect belonging to an attached weapon.

    the easier way to do it I think would be to give the hero a base weapon and make your weapon items augment his base attack instead of being completely new weapons.

    I haven't played around with this concept yet.

    Posted in: Miscellaneous Development
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    posted a message on Requirments for weapons

    @Misterspell3: Go

    hmm, easiest way is probably create a new item type that is weapon (unit) and only allow units you want to pick it up to ahve slots that can fit that kind of item.

    Posted in: Miscellaneous Development
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    posted a message on Projectile origin and Fungal Growth target

    @Nashadun: Go

    Look at the effect type that the ability uses. is it a search? or is it an apply behavior that then calls a search?

    if it calls a search and has a target of target point (not target unit) it should do aoe just fine. I have a flame strike that does this. I am still figuring out how to give it the circle aoe symbol like psy storm for targeting though.

    Posted in: Miscellaneous Development
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    posted a message on Share Experience Filters Not working

    @Jinxxx123: Go

    You would have to test it. I haven't pushed its limits yet but i've made dozens of custom behaviors and effects many of which have multiple searches going off every .2 seconds. and I haven't seen it lag. But it's possible. Test it out and let me know.

    Posted in: Miscellaneous Development
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    posted a message on Veterancy + Splash damage =

    @Artanis186: Go

    check the weapon itself.

    make sure it's pointed to the right effect for the area damage.

    then check the area dmg effect and make sure it's configured correctly.

    there are a lot of places a bad link can mess you up. if you edited anything about the effects you may have unintentionally hit something.

    Posted in: Miscellaneous Development
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    posted a message on Share Experience Filters Not working

    @Jinxxx123: Go

    Here's what I did:

    Make a single set of the behavior for like 5xp or 10xp whatever. (mines 20XP)

    For units you want to be worth more then then just add the behavior multiple times. so for a unit i want to be worth 100xp i add the behavior 5 times.

    5x20 = 100.

    Posted in: Miscellaneous Development
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    posted a message on Share Experience Filters Not working

    @Jinxxx123: Go

    I was reading about shared xp and that people had trouble with sharing it with veterancy so i used effects and behaviors

    Heres a step by step:

    Create an effect Modify unit.

    Add's the desired XP amount

    Create an effect Search

    Search 360 degrees range whatever and set it to the Modify Unit Effect. Filter out so it only effects enemies (exclude allies, player and neutral)

    Then create a behavior that uses the search effect on unit death. (i can't remember this exactly at the moment but it's one of the fields in the behavior.)

    Add the behavior to whatever unit you want to grant xp when it dies and magic! plus the bonus of this way is that xp is given in a radius around the unit that dies not the unit that killed it. otherwise you could technically chain the xp all the way around your map if enough units shared xp.

    Posted in: Miscellaneous Development
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    posted a message on Veterancy + Splash damage =

    @IceWendigo: Go

    ?????? there should be no way the effect of a weapon and the behavior of a unit interact like that.

    the only thing I could think of is that you changed the weapon of the unit in the veterncy behavior (did you make the new levels before you gave the unit the weapon with splash?

    the splash damage should be found under the weapons effects. check there first. but the 2 should not interact.

    Posted in: Miscellaneous Development
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    posted a message on Some questions about buttons, tooltips, abilities.

    @KratsAU: Go

    Quote from denadan: Go

    all without triggers - data editor only.

    1. Is possible give Ability damage of current equipped weapon? (may be different)

    Yes, Link the Ability to the Damage Effect.

    example: StunShot Ability - hit target with you current weapon damage and stun for 2 sec

    Use an effect "SET" type which can apply multiple effects to a target. (weapon damage, and a second apply behavior for your stun debuff)

    perfect: StunShot Ability - hit target with you (current weapon damage)*factor+bonus and stun for 2 sec

    Same as above. with the effect SET, but you might need to create a new damage effect to use the factor, but it should be possible.

    2. Is possible hide Learn <Ability> button after reach maximum level of this ability

    example: StunShot have 5 lvls, after reachig 5lvl there are two advanced ability (stun shot with area effect or stun shot with additional debuffs) i have found how replace StunShot button with one of this Abilities' button, but in Train Ability submenu Learn StunShot become grey and not hided.

    If you are using a Learn Ability (Which I highly Reccommend) there is a toggle called hide at max level.

    3. Is possible add to tooltip some variables?

    example:

    lvl 1 StunShot deal 10 damage and stun for 2 sec

    lvl 2 StunShot deal 20 damage and stun for 2.5 sec

    tooltip must look like:

    Stun Shot $num Damage $num sec. Stun

    perfect: Behavior effects(like normal weapon tooltip) example: StunShot have bonus to damage from attribute behavior "Strengh"

    Stun Shot $num+$bonus Damage $num sec. Stun

    ps: sorry for my engrish ;)

    This one is harder. because of the way tool-tips and buttons work. the easiest way is to make the main tool-tip include all the levels in a breakdown Exp: "Does extra damage and stuns the target Level 1: 10 dmg and 2 second stun Level 2: 20 dmg and 3 second stun"

    But this will cause it to show up no matter what level is trained. To make the tool-tips work for whatever level is trained/about to be trained you would need to create a new button with tool-tip for every level of the ability and then create requirements for the show and use of each button relating to the current level of the ability in the learn. AKA a real PITA.//

    Posted in: Miscellaneous Development
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    posted a message on Share Experience Filters Not working

    @Jinxxx123: Go

    How are you currently setting it up?

    I created a behavior called Death XP ##

    it has an on death effect > XP Search ##

    The search effect only targets enemies (the people who killed him) and does the Effect > XP ##

    XP effect grans the XP to the unit.

    How are you going about this?

    Posted in: Miscellaneous Development
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    posted a message on [Trigger] Why doesnt this work?

    @Diablito816: Go

    It's not triggering unit for Unit construction progress is complete.

    it's Triggering Process unit? I think? I cant recall off the top of my head, I'll check when I get back.

    Posted in: Miscellaneous Development
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    posted a message on Button (on Units Commands) not showing?

    @Siaon: Go

    is sub menu 2 empty?

    if so it may not show the sub menu selector.

    Posted in: Miscellaneous Development
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