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    posted a message on Modify Max Vital Over Time

    If the vital per stack is 1, and the limit to the units bonus is 500, thats 500 buff stacks. However, I got more creative in my thinking and wanted to do a percentage of the targets health rather then just a flat amount so I used triggers and data combined (with some clever manipulating of decimal points) to create a system where it increased the max vital every second based on percentage of the targets health. Problem was, (and was not the trigger part) but the buff stacks do lag the game, even if they are just max vitals. I maxed out the buff stacks for both life and shields to 60,000. Game was completely unplayable. Once I killed the unit, lag was gone! 

     

    So lesson for me and hopefully for others is this: Buff Stacks WILL lag the game if you start to get into the thousands. Even if its only on a single unit., regardless of your triggers.

     

    Seems to me that in this case, triggers is actually a much cleaner solution because it modifies your unit with 0 stacks or upgrades and you have all the temporary modifications you need. To limit the HP you simple set a unit property condition into the trigger. Then set a while behavior is on every second modify max vital based on % of target max vital.

    Posted in: Data
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    posted a message on Modify Max Vital Over Time

    Thanks for the info. Yeah I use buff stacks alot but I was scared of what it might do considering each stack is going to raise the max vital by 1 hp. Which means its going to have ALOT ALOT of stacks over time! 

    Posted in: Data
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    posted a message on Modify Max Vital Over Time

    Sorry thats what I meant was every unit of the type owned by the player.

     

     

    Posted in: Data
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    posted a message on Modify Max Vital Over Time

    You mean that would effect every unit owned by that player?

    Posted in: Data
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    posted a message on Modify Max Vital Over Time

    I want to create an effect that adds +2 to a units max vital health / shields every second for 20 seconds. 

     

    I don't want to use behavior stacks because I'm concerned about having too many stacks on one unit. The unit will use this ability alot during the game to give itself increased max health. (NOT HEALING HEALTH) Imagine using the ability 20 or 30 times in a game and having a ridiculous amount of behavior stacks which could bog down the game or hit certain limits on how many behaviors a unit can have. I can't have that. After the unit dies however, its max health will default back to normal upon respawn. Triggers would be an easy method as I could simply modify the units max health on a repeat action which occurs 20 times. This would prevent crazy stacking behaviors, but could create lag running so many actions every time its used.

     

    I want a clean Data solution. 

     

    My original thought was to use a 20 second duration behavior with a 1 second periodic effect using the "modify unit" effect. I was shut down when I noticed I cannot modify the units max vital using "modify unit".

     

    Unless I have missed something or am mistaken, would appreciate any help or ideas.

     

    Posted in: Data
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    posted a message on Kill Experience % bonus when killing specific units

    Ah yes! That would do the trick. Good idea!

    Posted in: Data
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    posted a message on Kill Experience % bonus when killing specific units

    Yes, but I want the combat experience to provide bonus only for units that have "Specified behavior".

     

    I.E. My map has neutral minions, some of them are the same as other spawning minions. I am aware of the above fields but modifying those will change XP bonus for killing all units, not specific units with behaviors.

     

    My neutral minions have a behavior that marks them as "neutral". And also marks them as different from other units of the same type that may be roaming around the map.

     

    Furthermore, the hero needs to have "normal" experience when killing the nuetrals, and then have the % bonus buff ONLY against the "nuetral" minions after he has purchased his special item / buff. You can't simply just modify XP Bonus and get a bonus against only nuetrals.

    Posted in: Data
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    posted a message on Kill Experience % bonus when killing specific units

    I want to add a buff that gives 50 or 100% increase in experience when killing specific units. The specific units all have a behavior marker I can use to identify them.

     

    Any data solutions? Trigger solutions?

    Posted in: Data
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    posted a message on Make player attribute unavailable in specific team

    This is kinda late but, You should be able to switch teams in the lobby. This wont work as player attributes can be changed regardless of which team you are on in the lobby. Unless the attributes are fixed. The only way to set a requirement to limit use of the (copies) as you say is with another player attribute.

    Posted in: Triggers
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    posted a message on Need to make more then 128 entries in upgrade

    I noticed that an upgrade only lets you make 128 modifications. 

     

    My unit has an ability that can mimic any weapon or effect in the game. There are alot of units and heros and the ability is upgradable. To do this, I simply add all the damage effect upgrade entries as well as weapon entries into the upgrade for the ability.

     

    This uses a lot of entires and recently maxed it out at 128. (I notice the editor does not let me place more then 128 entries in)

     

    But now that I recently added more units/heros into the game, I went to add those new units effects and weapon levels into this particular units upgrade but can't add them in because of this 128 entry limit.

     

    Any ideas OUTSIDE OF Triggers?

    Posted in: Data
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    posted a message on Which would have less lag in large search area vs trigger

    Yeah, I've been wondering about those big search radius effects in DATA, I'm inclined to believe they use a lot of resource.

    Posted in: Data
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    posted a message on Which would have less lag in large search area vs trigger

    I know that DATA generally produces less lag, but from experience I know there can be exceptions. For example having badly designed periodic search effects applying buffs etc.

     

    For some solutions, Triggers is necessary but not always.

     

    I was wondering if anyone out there knew if greater search area effects caused more lag, in this case the entire map.

     

    So in competition between the two, lets say we want to drain energy from a single unit every time another unit/structure fires.

    The DATA solution is easy enough, simply run a search area effect, find your caster unit and drain its energy every time any of the desired units fire.

    This requires a search area of the entire map and will execute every time it fires. If you have alot of units firing, running searches of the entire map to find your one caster, couldn't this make lag? Imagine 500 radius searches happening constantly. Assuming thats the size of your map.

     

    On the trigger solution, one could simply execute with the specific weapon firing events and only the weapons of the units that are supposed to drain the casters energy. This way it only fires when it supposed to. 

     

    In competition, which solution do you feel is best for less lag?

    Posted in: Data
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    posted a message on Hiding units on the minimap - Radar Jammer

    Cool! Thanks for an example!

    Posted in: Data
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    posted a message on Hiding units on the minimap - Radar Jammer

    I've never used a query Response actor before.

     

    Are all the fields essentially going to be the same or is there something else I'm going to need?

    Posted in: Data
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    posted a message on Hiding units on the minimap - Radar Jammer

    Behavior.RadarJam.on

    Create

    ActorCreation

    SetFilter Target_Snapshot  Enemy - SET

    Behavior.Radarjam.off

    ActorCreation

    SetFilter Target_Snapshot Enemy - CLEAR

    BehaviorRadarjam.off

    Destroy

     

     

    Doesn't seem to be working for me...

    Posted in: Data
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