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    posted a message on (SOLVED) 3 out of 8 upgrades limit / requirement

    Could you explain it in laymen's terms? Or provide an example maybe?

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    posted a message on (SOLVED) 3 out of 8 upgrades limit / requirement

    I just need a quick thought on the best approach to limiting a set of upgrades. 

     

    I have 8 different upgrades available to a player / unit.

     

    I want the player to be able to choose any 3 they want but after the 3rd make the rest unavailable. (so they can only choose 3)

     

    I am thinking on how to do this in the requirements by my logical brain is not giving me the solution.

     

    According to an online combination calculator, there are 56 possible combinations! I think that would be extremely difficult to do in requirements if even possible at all. Not to mention I would have no idea how to do it.

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    posted a message on Magazine Ammo unit Validator

    No such luck with either...

    Posted in: Data
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    posted a message on (SOLVED) Enumerate Validator with teleport / target point

    Sorry for some reason I couldn't figure out how to attach a map file until now!

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    posted a message on (SOLVED) Enumerate Validator with teleport / target point

    The map is a large scale MOBA with very specific and critical game mechanics. The hero is a stationary battle station with a teleport ability. Being able to teleport too close to enemies will result in a game imbalance. Radius 16 is not too big for this map considering there are a lot of long range abilities weapons and siege mechanics. 

     

    Ive tested it teleporting in areas where there are no enemies at all without success. I have also reduced the radius to 5 and tried it with no success. I feel there is something I am missing. I have created a demo map demonstrating the problem if you'd like to take a look for yourself. I simply used the mothership wormhole transit ability, and duplicated the "noenemiesnearby" validator and added it to the teleport effect.

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    posted a message on Magazine Ammo unit Validator

    I need a Validator to compare the # of magazine ammo units in a magazine ability. 

     

    Essentially I have a persistent effect launching up to 100 fighters. It's ability effect target that launches all available ammo units. Essentially, once the ammo unit reaches 0, I need to kill the Create persistent. The perfect scenario is to use a periodic validator to check the units ammo count, but I can't seem to find what I'm looking for. 

     

    Does it exist?

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    posted a message on (SOLVED) Enumerate Validator with teleport / target point
    Field	Basestar- No Enemies Nearby
    Areas - Arc	(360)
    Areas - Compare	(Equal To)
    Areas - Count	(0)
    Areas - Radius	(16)
    Areas - Radius Bonus	(0)
    Areas - Validator	((None))
    Editor Name	No Enemies Nearby
    Editor Prefix	Basestar-
    Search Filters	Excluded: Self, Player, Ally, Neutral, Missile, Dead
    Search Flags	Extend By Unit Radius, Offset Area By Angle<br />Location Value - Target Point

     The ability itself is copied from the Mothership wormhole transit ability. I added the enumerate validator to the teleport effect. The validator is essentially duplicated directly from "No enemies nearby". 

     

    Essentially you can't even activate the ability. I've been messing with the various fields but still haven't had any luck with it.

    Posted in: Data
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    posted a message on (SOLVED) Enumerate Validator with teleport / target point

    I only have one effect for the ability. 

     

    Teleport unit. So the validator is there. 

     

    As as it currently works I can’t even get the ability to activate with the validator on. 

    Posted in: Data
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    posted a message on (SOLVED) Enumerate Validator with teleport / target point

    I am using the "No Enemies nearby" built in validator in an attempt to add a validator to a teleport ability.

     

    I need to be able to use a teleport ability only when there are no enemies nearby. Not nearby the caster, but near the target point itself. The point of teleportation rather needs to have 0 enemies within the specified radius.

     

    I figured it would be simple, just duplicate the one that already exists, and change the location value to "target point".

     

    I am having no such luck unfortunately.

     

    Posted in: Data
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    posted a message on (SOLVED-ISH) 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 (SOLVED-ISH) 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 (SOLVED-ISH) 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 (SOLVED-ISH) 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 (SOLVED-ISH) 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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