@DarkRevenantX: Go
It is good practice to proceduralize anything you're going to do more than once.
And obviously it will be providing more variety for the player. o.o Mob unit types: {Mob member, Mob leader, Miniboss, Boss} Mob unit roles: {Melee, Ranged, Healer, Spell caster}
And it may or may not reduce workload, that's not really the point.
What do you mean by procedurally generating mobs? Because that is quite vague, in my mind at least.
Will be used for generating mobs of enemies for an RPG type map. Mob type, location, composition, territory, etc will be selected and balanced on some factors {Average hero level, Max hero level, Region, Surrounding mobs} and whatever other factors are suggested.
make an animation having the sphere rotating around the origin at some radius, and then create the unit at location of the unit you want it revolving around, and play the animation?
xD
So enabling a behavior that is temporary, it will be removed after its duration is up? And the next level enabling it again should allow the effect to recur? I shall try in a bit
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I have made a 100% triggerless version of these sexy health orbs. I'll post it when I have time to get it into a empty map.
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@lothar9999: Go
That's a physics based solution which is much more than he would want I imagine.
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Am I missing something? Only skimmed.
O_O
http://wiki.sc2mapster.com/galaxy/triggers/add-region-to-region/
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@DarkRevenantX: Go It is good practice to proceduralize anything you're going to do more than once. And obviously it will be providing more variety for the player. o.o Mob unit types: {Mob member, Mob leader, Miniboss, Boss} Mob unit roles: {Melee, Ranged, Healer, Spell caster}
And it may or may not reduce workload, that's not really the point.
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Yes you can add regions look in the trigger editor
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Ya it will give some randomness to it and also make it easier to make new areas. More work now = Faster work later xD
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Will be used for generating mobs of enemies for an RPG type map. Mob type, location, composition, territory, etc will be selected and balanced on some factors {Average hero level, Max hero level, Region, Surrounding mobs} and whatever other factors are suggested.
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Did you say you are rebuilding it every time a unit is selected? No need o.o 169 nodes is so small too
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Well there is the Unit is under attack event might not work till he actually gets hit
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Well,
I'm going to be starting a project for procedurally generating mobs, forests, etc. Can anyone else think of something that would be nice to add?
Open to all ideas.
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@SycoPrime: Go
Could you simply make the model like this
make an animation having the sphere rotating around the origin at some radius, and then create the unit at location of the unit you want it revolving around, and play the animation? xD
Would be much less work and cpu stress.
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Sadly I think not. It is not visible in low shader or low processing either btw.
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@sgpao: Go
Global cooldown as in? All players receive the cooldown when one user uses the ability?
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@DarkForce9999: Go
Are you using the sounds from the dependency or did you export it from a dependency and imported?
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@alderis: Go
So enabling a behavior that is temporary, it will be removed after its duration is up? And the next level enabling it again should allow the effect to recur? I shall try in a bit