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    posted a message on Project Idea: 3-Class Combat System

    All but the knight skill where

    1.Passive buff that increases damage based on amount of health (more health gone = more damage)

    can easily be made without triggers and that ability can made using purely the data editor if you are willing to have it go in more regular stages.

    As for you plan of supervising the project while others do the work, I have a better idea, you do it and I give you advice on how to make the stuff.

    And heres a freebie

    1.Passive Melee Frontal with periodic damage (If you stand in front of a mage, you'll get hurt automatically)

    Make a behavior type Buff set the Effect - Effect - Periodic to a Search Area effect and the Stats - Period to how often you want the effect to occur if a unit is infront (for direct damage set to a reasonable time apart like 1.5 for applying a -ve regen buff set to 0.25). Set Stats - Flags to hidden

    With the Search Area effect set the Search - Areas - Arc to <90 degrees so that it only targets stuff infront of the unit. Set Search - Search FIlters to whatever you want the effect to target, Enemy and Ground required would be a good start (look at other units search filters for inspiration). Give the Search - Areas - Effect either a Damage effect or an Apply Behavior effect. Set the Search - Areas - Radius to <1.5 so it only targets stuff right infront.

    If you opt for the Damage effect, set all the Combat values to whatever you find is balanced and set Effect - Flags to Notification, Effect - Kind to Spell (if you want the damage sort to be known as that) and Effect - Resonse Flags select both values. If you go for the damageing buff create a Apply Behavior effect with a Behavior - Behavior set to the buff behavior (not the one mentioned earlier). The buff needs a UI - Icon/Tooltip (artists choice) and a Stats - Duration set to how long you want it to take -ve regen (looks smoother hp loss than damage effect) and Unit - Modification - Vital Regeneration Bonus, set it to a negative number you find is good.

    Finally apply the original behaviour to your unit under Behavior - Behaviors - Behavior.

    Posted in: Project Workplace
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    posted a message on how do i change this

    I repeat have you tried an issue order effect?

    Why with this topic do people give no details as to what they have tried or not?

    The default order with the Launch magazine effect is to attack, to do something else you need to either give the units no attack or tell them to do something else.

    A similar problem arises with external magazine units, they all target the host units weapons/attack ability target (even though both can be untargetable/disabled with requirements and they still attack).

    Posted in: Data
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    posted a message on Preserver colors

    On this site there is a tutorial how to make a sun model using the sphere. Look at that since they add a halo to the object, it might be what you are after

    Posted in: Data
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    posted a message on Simple Beam Actor... Help?

    BSD means Birth Stand Death. You find quite a few effects use it.

    Posted in: Data
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    posted a message on Simple Beam Actor... Help?

    Have you tried the Signal.*.Arrival linked to AnimBracketStop BSD event?

    Posted in: Data
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    posted a message on Simple Beam Actor... Help?

    You need a Beam simple actor and 2x attachment SOps, one hosted by the target where you want it to hit and the other by caster where it comes from. Set the Host Launch and Impact - Subjects to the desired atachment points (can even have local offsets) and then add in the desired events.

    With events you probably want on effect start create sound and the beam actor and on finish destroy.

    Posted in: Data
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    posted a message on Making air units Roll sideways

    I am having trouble attaching Rockers to attachments. Even if the actor is spawned by the attachment and the rocker has several Subject - Host things set to the atachment model, it still keeps centering the Rocker on the host model.

    Is there a method to get it that just the attachment is affected?

    Posted in: Data
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    posted a message on Random attack locations

    An alternative method would be to have a search with a limited angle of vision combined with a wander behaviour and a periodic stop/disable attack. That way the unit will randomly face the direction while scattering to the surrounding area and head towards it but periodically will stop and lose the target untill it faces the right way again.

    Posted in: Data
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    posted a message on Owner of behavior?

    Try Behavior - Player - Value since those one skills with that field changed are the Infestor's Neural parasite and Nova's Dominataion skill and those are player specific.

    Try setting it to Target also improve your spelling and grammar, I had trouble understanding what you wanted.

    Posted in: Data
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    posted a message on data editor is going slow and need help

    Go to preferences and then video check what the editor is set to as it might be on too high quality for your pc to handle. Else get a faster hard disk/PC. Another cause may be the campaign dependencies.

    Posted in: Data
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    posted a message on Mineral requirement?

    Try the Unit Compare Field validator since that can pretty much do anything if you can figure out the right string to enter under Validator - Field.

    An alternative would be to have the ability costs so much to use but gives back the amount needed to cast using the Modify Player effect.

    Posted in: Data
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    posted a message on [Tutorial, Data] The RollCopter, Drunk Marauder, etc by Rocker Actor
    Quote from SouLCarveRR: Go

    Keep in mind that things dont have to be in constant motion with this actor.

    This actor can do many things. Animate a Rotation at any angle Slitly tilt a unit at any angle Rotate a unit in a specific direction with animation and then animate the unit returning to the original orientation

    It can do more then just apply a constant rotation which is all you see done in the demo video

    Could you please give more details as to how you would perform such functions without triggers?

    Posted in: Tutorials
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    posted a message on Summon units (but limited to 1)

    An alternative would be to have a self destruct on the roaches linked to a requirement similar to the broodlords broodling limit so that if the owning unit summons more the fresh ones have a delay for the self destruct so the old ones die in preference until there are fewer than the desired amount.

    Posted in: Data
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    posted a message on Bardocks Tower Defence

    True the carrier wave and later absorb waves are considerably tougher than all other waves since only lightning traps are effective at stripping off the insane shields.

    As for the losing the newer version, it is a pity but in future keep a backup or release unprotected versions.

    Posted in: Project Workplace
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    posted a message on VoidCraft

    Im on the EU servers and cannot find it, are you sure it has been published there?

    Also could you please make a tutorial or release an unprotected old version so that people can learn how to make attached units like that (main core unit with independently shooting targetable/upgradable attachment units).

    Posted in: Project Workplace
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