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    posted a message on Making the Ghost's Cloaking duration time dependent instead of energy (Solved)

    Thank you fr0d0b0ls0n and Yaos01 you both helped me get this power working. I am listing below what I did just to clarify.

    All of these changes were done to the behavior under the behavior tab.

    1. Added a duration to the behavior by setting the duration 15

    Stats - Duration 15.0000

    2. Removed the energy drain by changing the Energy regeneration bonus under unit in the Behavior - Modification field.

    Behavior - Modification

    1. Unit
      1. Vital Regeneration Bonus
        1. Energy 0
    Posted in: Data
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    posted a message on Making the Ghost's Cloaking duration time dependent instead of energy (Solved)

    How do I make the duration of the Ghost's Cloaking duration time dependent instead of energy dependent?

    Desired result: User press cloak button, Ghost cloaks. After Cloaking the ability does not drain energy, but once 15 seconds have passed the ghost decloaks.

    Thank you for your time and consideration.

    -DDJ

    Posted in: Data
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    posted a message on Infested Arena - Sc2 Custom Game Commentary

    This is just my opinion on Dead Eye's powers when I played through on easy and normal.

    Dead Eye power break down:

    • Glaives: Great at the beginning for its AoE and Damage. Around wave 6 players will be able to deal more damage with their basic attack then with the glaive unless they put a lot of cash into upgrading it.
    • TNC: Not really worth using since the shot causes him to stop attacking for a small amount of time as he aims. When I am dealing over 500*2*3 (damage, number of attacks, number of targets) damage per basic attack, I find the pause to be really noticeable.
    • Phase Shift: Amazing, it is an escape and a damage buff. If a player focuses on basic attacks and maxing phase shift's buff duration amazing things can happen. Players should be able to handle most waves single handily since they will be dealing an additional 200 damage to their base damage. This power is what I often base build on, and I find the safest in pub games.
    • Repulsion Emitter: This is one of reason I started picking Dead Eye; in order to prevent people from using this power. I could see it being this being useful on harder difficulties since it would grant players breathing space. In pub games I find this to be rather disruptive to the gameplay and to my sense. The knockback makes targeting with AoEs much harder, since targets move around significantly when this is active. The sound and the visual effect are aversive due to their brightness and volume.

    I find Dead Eye to be a really fun character for his damage output, maneuverability and griefing powers. Phase shift is great for bonus damage and the ability escape/steal depending on the situation. He levels rather well when players focus on buffing the basic attack and phase shift.

    How I level my powers:

    1. Glaives
    2. Phase Shift
    3. TNC/Replusion Emitter
    Posted in: Map Review
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    posted a message on [Resolved] Last spawned unit does not follow orders

    @Krakarn: Go

    You are a gentleman and a scholar, that is to say thank you for helping with this issue.

    Posted in: Galaxy Scripting
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    posted a message on [Resolved] Last spawned unit does not follow orders

    Description: Any time I use the listed code below, the most recently created unit in a unit group (such as Lairs) that the code applies to spawns a unit that just stands there.

    Desire result: All units that are spawned would follow orders.

    Example 1 lair. every 15 seconds it spawns an infestor that just stand there.

    2 lairs. each spawn an infestor, but the most recently placed lair on the map spawns an infestor that just stand there.

    Notes:

    Location of the pointer does not seem effect unit movement behavior. I can place it right next to the building and the unit still won't move.

    Unit spawned does not seem effect unit movement behavior.

    Spawn point does not seem effect unit movement behavior.

    Triggers

    Infestor Spawn

    Infestor Spawn

    Events

    Timer - Every 15.0 seconds of Game Time

    Local Variables

    Conditions

    Actions

    Unit Group - Pick each unit in (Lair units in (Entire map) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)

    Actions

    Unit - Order (Last created unit) to ( Move targeting Point 002) (Replace Existing Orders)

    Unit - Create 1 Infestor (Spellcaster) for player (Owner of (Picked unit)) at (Position of (Picked unit)) using default facing (No Options)

    Posted in: Galaxy Scripting
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