I am working on a Tower Defesense type map. And I am planning on having upgrades for individual towers, some would involve attack speed, damage, number of targets etc.
Now the problem I am having is not making the upgrade affect all towers of the same type, I only want the upgrade to affect the tower its researched on.
I'm still a noob with the editor, so I can't promise these are the best ways to do this.
The first thing I can think of is morphing it into a new unit. This would only apply to the tower using the "morph" ability. You wouldn't actually have to have the tower look differently. However, this might create issues if the tower had upgrades for damage, speed, etc and you wanted the person to be able to upgraded with all options.
The other way I can think of is triggers. Simply applying the buff each time based on what upgrade is used, but I know some people don't like triggers as it might get a little complex.
Yes morphing the tower is one of the ways of doing it, but I would need to creat a million buildings for it to work with all the different options as I don't plan on having a limit to how many times you can upgrade
Buffs is an idea, but would that mean a fairly extensive trigger list, and would that cause game lag having to have that run and the size of the triggers?
Not hard, make a buff type behavior and set its max stack to 255. Then use modifications fields to whatever you want.
You can then put an ability based on Stimpack that will apply this behavior as much as you need.
Ok so I would make several type of buffs for each type of upgrade I require, and then I have to make an ability for each one seperatly? or can it be done in one ability like the building or training system?
then from the command cardI would link the button to apply that buff through the ability?
So I don't actually have to make any triggers for the buff system to work...
in case you still need to know, you can use specialise ability for this exact purpose. only issue is it uses an effect, I believe, to add the behaviour.
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I am working on a Tower Defesense type map. And I am planning on having upgrades for individual towers, some would involve attack speed, damage, number of targets etc.
Now the problem I am having is not making the upgrade affect all towers of the same type, I only want the upgrade to affect the tower its researched on.
eg. Before Arrow tower 1 - damage 50 Arrow tower 2 - damage 50 (players upgrades damage on arrow tower 2)
After Arrow tower 1 - damage 50 Arrow tower 2 - damage 100
Help much appreciated!
I'm still a noob with the editor, so I can't promise these are the best ways to do this. The first thing I can think of is morphing it into a new unit. This would only apply to the tower using the "morph" ability. You wouldn't actually have to have the tower look differently. However, this might create issues if the tower had upgrades for damage, speed, etc and you wanted the person to be able to upgraded with all options.
The other way I can think of is triggers. Simply applying the buff each time based on what upgrade is used, but I know some people don't like triggers as it might get a little complex.
Someone might have a way to do it using events.
Yes morphing the tower is one of the ways of doing it, but I would need to creat a million buildings for it to work with all the different options as I don't plan on having a limit to how many times you can upgrade
Buffs is an idea, but would that mean a fairly extensive trigger list, and would that cause game lag having to have that run and the size of the triggers?
bump
bump again
I have seen others do this...I would send a PM to rain games cuz he had upgradable turrets in his map. I have no idea how, though.
Ok so I would make several type of buffs for each type of upgrade I require, and then I have to make an ability for each one seperatly? or can it be done in one ability like the building or training system?
then from the command cardI would link the button to apply that buff through the ability?
So I don't actually have to make any triggers for the buff system to work...
in case you still need to know, you can use specialise ability for this exact purpose. only issue is it uses an effect, I believe, to add the behaviour.