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    posted a message on "Critical Strike" issue and Item Activation issue...

    Works like a charm, great stuff! Thanks!

    Posted in: Miscellaneous Development
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    posted a message on "Critical Strike" issue and Item Activation issue...

    That seems to be the best way to do it so far, indeed. Would it be possible to use validators to ensure no other heroes could exploit the 0.1 second behavior?

    Edit: I implemented it, and it works great, but there are a couple of things that would be nice.

    I don't know if its even possible, but to check if a unit was killed by this extra damage and then display a text tag on the hero, showing that he made a critical strike?

    Another thing, the map is based on the heroes being able to buy new weapons. Since this set effect has to be added to the weapon, something sneaky has to be done to ensure that the hero equipping the weapon has the correct level of the critical ability learned, and then to apply the corresponding level of the behavior to the target. I am really drawing blanks on this one...

    Ideas?

    Posted in: Miscellaneous Development
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    posted a message on "Critical Strike" issue and Item Activation issue...

    Hello! :) This is basically a repost of one I posted on the beta forums. I'm having two different issues. The first is related to items, the second to making a critical strike ability.

    First the item issue. I can't use any items with a "Left Click to Use" effect, the LMB just picks it up wile I hold it down.. I've tried restarting both my PC and the editor countless times to no avail. Anyone know what the cause might be?

    Second, the Critical Strike ability. I'm using a dummy ability and a trigger that applies a dummy buff to my Hero when he learns the crit ability. I then have a trigger that, when a unit takes damage, checks if the hero dealt it, and what level of the buff he has on him. Then, after generating a random 1-100 int variable and checking if the attack was a crit or not, sets the triggering unit's health to ((Current Health) - (Triggering Damage Amount)). This works quite well, but noone is credited for the kill, so no experience or bounty is awarded to anyone. This is a problem.

    Anyone know a workaround/fix for this? Is there no way to deliver a variable amount of damage from one unit to another, using triggers?

    Let me know if you need any screenshots of the relevant data/triggers, or anything else. Any help is much appreciated. :D

    Posted in: Miscellaneous Development
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    posted a message on All consumable items quit working :( help

    I have the exact same problem, but restarting didn't work for me.. Any other solutions to this?

    Posted in: Miscellaneous Development
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