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    posted a message on (SOLVED) Sticky Bomb help needed

    This works when you set the unit - effect field on the remove behavior to the original set of the first ability, but I want my detonate ability to detonate ALL bombs. Unfortunately it only detonates 1 at a time it seems.

     

    EDIT 

     

    Scratch that! Just forgot to make the caster buff stack! Now it works perfectly! Thank you Dr. Super Evil!

    Posted in: Data
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    posted a message on (SOLVED) Sticky Bomb help needed

    Let me see if I get this logic straight.

     

     

    Ability A.) Effect Target Ability -
    1. Launch Missile
    2. SET
    3. Apply Target Buff
    4. Target Buff Initial Effect (Apply Caster Buff)
    5. Caster Buff Final Effect - (Remove target buffs)
    
    Ability B) Effect Instant Ability-
    1. Remove Caster Buff
    Ability A.) Effect Target Ability -
    1. Launch Missile
    2. SET
    3. Apply Target Buff
    4. Target Buff Initial Effect (Apply Caster Buff)
    5. Caster Buff Final Effect - (Remove target buffs)
    
    Ability B) Effect Instant Ability-
    1. Remove Caster Buff

     

     

    Posted in: Data
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    posted a message on (SOLVED) Sticky Bomb help needed

    I made a sticky bomb ability using an apply behavior buff. It works by launching a missile at the enemy or friendly target, once the missile hits I use an apply behavior effect to apply a behavior (as the sticky bomb). The behavior has a duration and a fatal damage response handled to remove the behavior. Upon removal the final effect is to explode. So and the Caster can detonate all sticky bombs with a 2nd ability that executes a search area to remove all the behaviors. Long story short 1 of 3 scenarios can happen.

     

    1.) Sticky Bomb duration behavior ends and the final effect detonates the bomb.

    2.) Caster uses secondary ability to detonate all bombs (Running a search area to remove behaviors of the type "Sticky Bomb" and therefore the final effect executes.

    3.) The target unit dies, executing the fatal combat damage response and thereby sticky bomb goes off.

     

    It works just fine except for one issue. Each team can pick 1 hero of this type. 

     

    So if both teams pick the hero with the sticky bomb ability, they can actually go around detonating each others bombs because of Scenario # 2. Since it uses a remove behavior of type effect.

     

    I've been thinking on this one and not really sure how to solve it since you can't really mark a behavior as originating from a particular player. Also Since I have the ability set so you can use on both friend and enemy (reasons being, it doesn't damage allies but damages enemies only so you can use it to make living moving bombs) that makes it harder to do because otherwise you could simply run the search area to find only enemy targets, but if you want it to find both enemy and ally targets with the bomb, thats why you can detonate other players bombs.

     

    Posted in: Data
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    posted a message on Destroying Triggers worth it?

    Is destroying triggers really worth it? I mean lets say you have a few that run 1x and you don't need them again. Does destroying them actually free up memory and improve performance? If it does I barely notice it. Why destroy triggers at all when you can just turn them off?

     

    EDIT

     

    While were on the topic, I've also been thinking a lot about dialogs and also destroying unused dialogs and items. In general, if something isn't being used why keep in running in the background. I almost wonder if all these little things add up. 

    Posted in: Triggers
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    posted a message on Deal % of damage based on SUM of Shields and Health

    The problem is it still kills the unit.

    Posted in: Data
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    posted a message on Tooltip Reference Issue

    So I just noticed something funny that I've never noticed before. Was wondering if anyone understood how to address this issue.

     

    For my map, I use the tooltips to update all the information for my upgrades leveling up etc. If a weapon or ability is upgraded, I reference the behavior, effect, weapon whatever in on players hero button tooltip. It works nicely as it constantly shows the % or damage amounts as the player upgrades his hero.

     

    However, I just now noticed if I use an aura effect that is upgradable and is supposed to affect ALLIED UNITS ONLY and I put the tooltip on the behavior for the target buff, the reference doesn't update with the recent changes like it does on the button of the player and also on the caster buff of the player. Both tooltips will update for the players button and his own caster buff (for the Aura) but not on the target buff. It basically remains at the starting stats of the effect with no update.

     

    This provides false information to players as they might look at buffs to see stats of the buff forcing me to provide less information, I.E. (This buff is giving this unit bonus damage and armor) but I can't say how much now because it would be inaccurate.

     

    My stat changes for the player occur primarily through upgrades. Just FYI. 

     

    EDIT

     

    I did a bit more exploring and noticed if you have a negative buff you put on another player the tooltip on that as well does not update according to your upgrades. Looks like tooltip references only update for buffs buttons on the "player".

    Posted in: Data
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    posted a message on (SOLVED)Need hero to grow stronger the more units around it

    There is still so much to learn.... so many unnecessary search effects.

    Posted in: Data
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    posted a message on (SOLVED)Need hero to grow stronger the more units around it

    I see.... I never could quite figure out how that system worked....

     

    So to summarize, the Caster is periodically refreshing the buff on the targets. The Target Buff has the initial apply behavior to the caster which is easy enough to do with a search area. And then the final effect on the target buff is a remove behavior effect set to value Caster.

     

    Didn't know you could remove a behavior that way. Seems I've been doing things the hard way for a while lol.

    Posted in: Data
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    posted a message on (SOLVED)Need hero to grow stronger the more units around it

    Sorry,

     

    What's that? Caster System Reference is news to me.

    Posted in: Data
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    posted a message on (SOLVED)Need hero to grow stronger the more units around it

    Only issue with that I see is the final behavior on the target buff needs to be a search area effect. There are teleport effects in the game. Lets say the caster gets teleported suddenly across the map, the search radius would need to be large enough to find the caster and remove the buff. That is a lot of large radius searches going on from a lot of minions. Could be laggy. Unless you were thinking about it a different way.

    Posted in: Data
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    posted a message on (SOLVED)Need hero to grow stronger the more units around it

    I'm using a Search Area effect on a behavior from the main hero. As he goes around his business, when friendly or other player units come close to the search radius, I'm applying a buff stack that gives him bonus damage and max vital. Since its an aura effect, I need the buff to only be applied once per validated search. 

     

    But the other problem is I need the buff to refresh so it doesn't wear out after the short duration. If I put refresh stack, it just keeps stacking the buff indefinitely. I've sort of solved it clumsily by setting the duration of the behavior and the Periodic Search to extremely close values. But the values of the unit can get wonky sometimes and its not clean.

     

    I also tried setting up a behavior on the target as a sort of Marker and then setting a validator on the apply behavior to effect. But The problem with this is you can't refresh the duration since you need to find the target again and refresh the duration. But it keeps finding the target, refreshing the duration, and then adding another stack and another stack. What I need is 1 behavior per target unit the search finds but still refresh that one behavior so the stack doesn't run out. Instead its refreshing the behavior and adding a stack at the same time.

     

    Even talking about what I really need to do in this thread is making my head spin.

     

     

    Posted in: Data
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    posted a message on Deal % of damage based on SUM of Shields and Health

    Basically, I want to remove a % of the targets health+Shields total SUM. This way the unit can't actually die from using the ability alone as it becomes ineffective the less health the target has. 

     

    I'm currently trying this ability out with a modify unit effect but not sure how to go about it since you can only modify one vital at a time rather then the sum total together.

     

    EDIT

     

    After messing around with this I have realized that the modify unit effect does not work with changing the Percentage of a targets health. Instead the modify fraction always changes based on the max vital of the unit. 

     

    Is there a way to use this ability with DATA that actually changes based on current vital?

    Posted in: Data
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    posted a message on Reproduce Wraith Barrel Roll

    I see: 

     

    From your logic I have tried the following with no luck as of yet.

     

    Under the Events Target Field I have setup the following:

     

    MSG Type: Unit movement Update
    Source Name: "My Unit"
    Sub Name: Walk
    
    TERMS:
    
    Passchance 50%
    
    Actions:
    Host Site Operations Set
    Host Name: My unit actor
    Operations: "My rotator actor"

     

     

    I also tested my rotator actor by dumping it into Site Operations Operations field just to see if it works and it does indeed make the unit barrel roll. Except of course it barrel Rolls constantly. 

     

    With the above I am trying to make it do that Barrel Roll at a percentage. 50 is high but for now I'm just trying to get it to work, with no such luck yet.

    Posted in: Data
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    posted a message on Reproduce Wraith Barrel Roll

    I see what you're talking about now. Is there a unit actor that I could reference that uses the SOp (Rotator) in the event fields?

    Posted in: Data
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    posted a message on Reproduce Wraith Barrel Roll

    I’ve already tried using banker actors but bankers don’t do complete barrel rolls as they return to their original value after the ship stops turning. You can get them to turn almost upside down but not do a complete roll. 

     

    EDIT

     

    Hey DrSuperEvil, I think I may not have provided this but, I am aware that I need to use the Host site Operations Event action field. That is the current field I have been experimenting with. What I mean to say is I've tried various actors in that field. I have been able to produce some weird rotations and movements with my unit, but I have not been able to produce a "full 360 degree Roll". 

     

    I suppose a more direct question would be does anyone know the best actor for this type of roll? I noticed random rotation does not even have a roll value, it is only pitch and yaw.

     

    I would also need to know how to adjust the values.

    Posted in: Data
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