• 0

    posted a message on Make damage increase with range

    In reply to DrSuperEvil:

    What's the cap? 
    Posted in: Data
  • 0

    posted a message on Make damage increase with range

    Or have a whole ton of behaviors with combine validators checking the energy requirements. If you did increments of 10 energy, and your max energy is 300 for the unit, that would be 30 behaviors. Put the combine validator on the (disable) check box, so that only 1 behavior is active at a time according to the proper energy level. Not sure which is going to be laggier, using triggers or doing that crazy 30 buff thing!

    Posted in: Data
  • 0

    posted a message on Make damage increase with range

    While we're on the topic. Any ideas of how to make damage scale with a units vitals? So the more energy a unit has, the more damage it does.

    Posted in: Data
  • 0

    posted a message on Make damage increase with range

    This might sound sort of crude, but I ended up using a simple search area effect with range validators on the apply behavior effects. The behavior effects are applied to the target with combat damage responding only to the weapon. When at the proper range the appropriate behavior is periodically applied. I use the range validators to let the effect know whether to apply the damage buff to the target. The duration of the behavior is short enough that if a target moves out of range or moves closer it will apply or unapply rather quickly.

     

    For now its easy enough to do this with 3 different damage levels. Light, Medium, and Heavy. 

    Posted in: Data
  • 0

    posted a message on Make damage increase with range

    All good ideas,

     

    Just as you were writing that I was thinking of trying the same thing. using a periodic buff/charge on the projectile.

     

    I will let you all know what I come up with in a few days.

     

    Happy editing.

    Posted in: Data
  • 0

    posted a message on Make damage increase with range

    I would like to create a weapon that increases in damage the farther the target is from the caster.

     

    There are two approaches, one would be a constant change, the further the target the damage scale continues to go up, and the other is a static amount, I.E. Once the target is farther then a range of 16, damage is increased by 50%.

     

    How would I go about doing this?

    Posted in: Data
  • 0

    posted a message on Doom Beam to only damage 1x per target

    I had to set the ID in the match marker flags to enabled on the create persistent effect as well. It works!

     

    Posted in: Data
  • 0

    posted a message on Doom Beam to only damage 1x per target

    Okay cool,

     

    So basically I just add the Validator "no markers" to the damage effect of the ability and that should do the trick?

     

    BTW, its not a weapon its an ability so not sure if that matters or not.

     

    Posted in: Data
  • 0

    posted a message on Doom Beam to only damage 1x per target

    I have a Doom Beam that shoots in a straight line damaging all units in the line. I have the line pretty think so I'm using a periodic search with the offsets on the Y setup similar to Raynors snipe ability. The problem I'm running into is if the unit is a fatter target, say a beefy structure, it gets hit with the damage multiple times. Let's say I want to cause 500 damage to all units that hit the beam, if the unit happens to be big enough, the search would pick it up multiple times. I've set my radius pretty low actually, but if its going in a straight line through a large structure or unit, its still going to hit it more then once.

     

    I'm hoping there is a quick trick or flag / validator to fix this.

    Posted in: Data
  • 0

    posted a message on Patch 3.12 and now Mac Editor won't open


    Sorry sc2ggamer, I can't say that same has been happening to me at all. Editor and game have been working perfectly for me. I'm running OSX.

     

    Good luck with the issue!

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on Patch 3.12 and now Mac Editor won't open

    In reply to sc2ggamer:

     Whats happening this time?
    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on (Solved) Target search against cloaked versus uncloaked help needed

    Yes! sorry about late response!

     

    Posted in: Data
  • 0

    posted a message on (Solved) Target search against cloaked versus uncloaked help needed

    Well now I feel like an idiot!

     

    Posted in: Data
  • 0

    posted a message on (Solved) Target search against cloaked versus uncloaked help needed

    This is sort of a complex situation. 

     

    So I have a hero with a rotating turret and model attached to the turret so that it turns when it moves and fires. It has an attack target priority ability which uses target searches on the weapon effect. (I use a search area effect with a maximum of 1 find and the range of the weapon) This is necessary to use the target sorts and set it to a behavior type. 

     

    Anyway the issue is with cloaked units. I don't want the unit to be able to attack cloaked units, but obviously visible ones. The problem is setting the search filters in the target to exclude "Cloaked" units also excludes them even when they are made visible by detectors.

     

    The only real solution is to take off cloaked units from the search filters. But now the unit can attack cloaked units regardless of whether they are detected or not.

    Posted in: Data
  • 0

    posted a message on MOBA Hero AI BOT

    Yeah, I've been experimenting with different health levels. I did figure out how to command it to attack a hero low on health, or return to base, or learn a skill set after getting experience. I can even command it to support an ally if its nearby and low on health, but getting it to stay behind auto spawning minions has been more difficult for me. (I.E, knowing when to charge a tower and when not to).

     

     

    Posted in: Triggers
  • To post a comment, please or register a new account.