ABILITY - Bleed shot -> EFFECT - Apply bleed periodic behavior -> BEHAVIOR - every 3 seconds do effect bleed damage -> EFFECT - Bleed damage, do 10 damage
Worked like a charm, now i just gotta make it so my ghost is actually shooting this event, and not staring real hard at the target (which is kinda creepy)
Thanks. Im sure this must seem silly to someone who gets this, but from a newb standpoint, its easy to get things confused in the data editor. For instance, In my brain, Behaviors are something that are called on by effects, who are called on by abilities, who are used by units. This is a behavior that calls on the event (not the event listing the behavior). Just sometimes the data editors ability to not operate in a nice clean linear fashion busts me :)
Wait, do you mean that im supposed to have the behavior be the periodic event, and the effect be the damage? IE drop behavior modification, and set the damage on the effect portion of the ability?
Not sure if the reason i cant find any data on this is because A, im the first person to want to do this (not likely), or B, its so easy noone felt it worth their time, but ive been trying to make a bleed shot effect and cant get it working. I started off making a Behavior, it was a buff behavior that had a 60 second duration (time of the bleed), a period setting of 3 (tick every 3 seconds), and a behavior modification setting of 15 combat damage (amount per tick). For some reason nothing is happening when i put this on a unit (though im not all together sure its getting on the unit, i know it is casting. Maybe someone could either help with this, or point me to a good tutorial dealing with periodic effects (have been looking for hours and cant find one).
Sounds like your camera may be a case of clear target or include target. At the butt end of the camera action, there is usually an option like include target, clear target, something like that. Its a on off feature, so testing it shouldnt be intensive. Let me know how it goes.
If its the same one i played online, i do have some CONSTRUCTIVE criticizm. Poker D as a name is great.
When i played it, or a poker tower D game similar, it was hard to tell the suits apart. I found myself only matching for pairs. 2 Option to go with. 1, if you were to make some sort of pop up system, showing the player what their hand is (like a dialog box) they could see possible straits and flushes easier. Or you could just go for pairing (though that may be 2 dimensional).
Something fun you might wanna try is adding in a Highest Hand bonus. Basically if 4 players finish, and one of them ended with the highest hand out of the 4, he gets a bonus unit of the hand he got.
Just a few things, and careful about the critisizm. Some people are always looking for the negitive. Last thing you want is to let them effect you at all. Trust me, your work and your motivation will be the only casualty.
0
@coronbale: Go
WOOT it worked. Heres how it ordered itself.
ABILITY - Bleed shot -> EFFECT - Apply bleed periodic behavior -> BEHAVIOR - every 3 seconds do effect bleed damage -> EFFECT - Bleed damage, do 10 damage
Worked like a charm, now i just gotta make it so my ghost is actually shooting this event, and not staring real hard at the target (which is kinda creepy)
0
@fr0d0b0ls0n: Go
Thanks. Im sure this must seem silly to someone who gets this, but from a newb standpoint, its easy to get things confused in the data editor. For instance, In my brain, Behaviors are something that are called on by effects, who are called on by abilities, who are used by units. This is a behavior that calls on the event (not the event listing the behavior). Just sometimes the data editors ability to not operate in a nice clean linear fashion busts me :)
0
Wait, do you mean that im supposed to have the behavior be the periodic event, and the effect be the damage? IE drop behavior modification, and set the damage on the effect portion of the ability?
0
@fr0d0b0ls0n: Go
Sounds like you might have pointed me true, gonna drop thebehavior and get into effects. Ill keep ya posted, thanks for the timely response!
0
Not sure if the reason i cant find any data on this is because A, im the first person to want to do this (not likely), or B, its so easy noone felt it worth their time, but ive been trying to make a bleed shot effect and cant get it working. I started off making a Behavior, it was a buff behavior that had a 60 second duration (time of the bleed), a period setting of 3 (tick every 3 seconds), and a behavior modification setting of 15 combat damage (amount per tick). For some reason nothing is happening when i put this on a unit (though im not all together sure its getting on the unit, i know it is casting. Maybe someone could either help with this, or point me to a good tutorial dealing with periodic effects (have been looking for hours and cant find one).
Thanks
0
@coronbale: Go
err, i guess mol got it right :) thanks
0
@coronbale: Go
Wasnt dead on, but you got me to the right place. What ended up working was this:
Event - ActorCreation Action - SetTintColor
<<Set your color>>
CycleNow my active crystals are GREEN. thanks again
0
@Dhaminater: Go
Sounds easy, ill give it a try
0
What im looking for, is a way to change the ACTIVE CRYSTALS model from blue shinies to red, green, purple, etc. Anyone do something like this?
0
@LhaN999: Go
Sounds like your camera may be a case of clear target or include target. At the butt end of the camera action, there is usually an option like include target, clear target, something like that. Its a on off feature, so testing it shouldnt be intensive. Let me know how it goes.
0
If your looking for a trigger event for a unit death, i think its Unit Dies (and set the unit to the uberlisk). Then in your trigger, show the button.
0
@copperfront: Go
Sure thing, happy coding!
0
@rkmx52: Go
Sure thing man, happy coding!
0
@copperfront: Go
Do what i did for my Tab Targeting - Add all the units in the region to a group. Then, kill unit 1 from that group.
0
@Snake235: Go
If its the same one i played online, i do have some CONSTRUCTIVE criticizm. Poker D as a name is great.
When i played it, or a poker tower D game similar, it was hard to tell the suits apart. I found myself only matching for pairs. 2 Option to go with. 1, if you were to make some sort of pop up system, showing the player what their hand is (like a dialog box) they could see possible straits and flushes easier. Or you could just go for pairing (though that may be 2 dimensional).
Something fun you might wanna try is adding in a Highest Hand bonus. Basically if 4 players finish, and one of them ended with the highest hand out of the 4, he gets a bonus unit of the hand he got.
Just a few things, and careful about the critisizm. Some people are always looking for the negitive. Last thing you want is to let them effect you at all. Trust me, your work and your motivation will be the only casualty.