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    posted a message on Rank Players by Total Damage dealt to a target

    Hello everyone, currently working on a custom hero arena type map with boss unit spawns.  


    I was just wondering if there was a more efficient way to calculate and rank each players damage dealt to the boss so I can distribute Vespene proportionately to the percent damage they dealt.  For clarification, I have a Damage Dealt global variable and a player damage rank variable with an array of 6 (6 player map) tallying the total damage dealt to the boss.  Afterwards, I was able to get a rank system working by individually comparing all the Damage dealt variables and assign a rank to them. IE:

    IF player 1 dealt > damage then player 2 to 6

    Then Set variable: Player Damage rank[1] = 1


    IF player 1 dealt > damage than players 2 to 6 but not player at least one of them... 

    Then Set Variable: Player Damage Rank [1] = 2


    Just seems like i'm doing this the long way... any suggestions to optimize the code, haven't found anything anywhere.

    Saw something about loops but i've never worked with them.


    Any suggestion is appreciated. Thank you

    Posted in: Triggers
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    posted a message on Player Specific Loot Drops

    In reply to DrSuperEvilGamepedia:

     Thank you this worked out. I applied a trigger to see who dealt the most damage and the drop is spawned to the specific player.  Afterwards, I added a target filter to the Inventory ability for the hero to only target player and neutral items.  

    Posted in: Data
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    posted a message on [Custom] New Project: Hero Mass Wars

    Hello everyone, I'm currently in the mist of creating a new map called "Hero Mass Wars." Its currently in the BETA stage as all the core features have been completed.  Balancing and bugs fixes are currently underway.



    Description of the map:  The game can currently be played in a Free-For-All 6 player map, 2v2v2 or 3v3.  The goal of the game is to chose a custom created hero and fight with a periodically spawning army to destroy your enemies base.  The focus is more so on the heroes but the armies can provide strategic support.  When all of the enemies photon canons are destroyed they lose. Last player or team standing wins.

    -Heroes have inventory systems

    -Item shops are fully functional

    -Heroes have veterancy up to level 10

    -Army unit tier upgrades are available at 250, 500, 800, 1200 and 1600 Kills

    -Each army unit has a bonus to a specific unit type, therefore players can strategically pick which units to upgrade in comparison to other players.

    -World Boss/ Raid Bosses spawn at set points throughout the game allowing players to obtain legendary items if they defeat them. (Total of 4)

    -If a game were to last long enough, there is a secret surprise if a player reaches 4K kills. 

    -Minerals are obtain on unit kills which can be used to buy items and upgrades.


    Plan: As mentioned above, we are currently in the BETA phase.  Here is a link to the discord for the game: Hero Mass Wars Discord Server if anyone would like to try it out.  If you'd like to leave a comment or suggest a feature, you can do so here or in the discord server.  If anyone would be interested in helping out, that can be arranged as well.


    Thanks for reading and hope you enjoy the game.




    Posted in: Project Workplace
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    posted a message on Player Specific Loot Drops

    Hey there, new to the forums but I have been developing a new map for some time now.  My map is a hero based battle Arena with periodic army unit spawns.  The heroes have veterancy and inventories to pick up items.  I am newly implementing the loot system into the map.  The inventories work well and so do the items.  I need help with making look drops player specific.  I don't know if there is a way to do this in the data manager or if it needs to be done with a trigger!!


    Every 7 minutes and 30 seconds, a boss unit spawns in the middle of the map for players to fight.  The player dealing the most damage with their heroes and armies will be awarded the "legendary" item drop from the boss.  I managed to get the loot to spawn in players base who deals the most damage, but if I let it drop from the boss anyone can pick it up.  Any help is appreciated.  Thank you

    Posted in: Data
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