the veterancy share filters just do not work, Enemy's will gain experience also from your kills.
The only work around i have heard is too add the xp manually. Now this is also flawed. Basically i created a buff, that on death it will give the effect "search area" and apply modify unit xp to a stated amount . So why is this method also flawed? Because it presumes there are only 2 teams fighting it out. Since the search area for the workaround targets "enemy's" only. It means ALL Enemys will get experience even if they did not kill it.
So if you have more than 2 teams , this work around is also FLAWED.
Btw i am making a footmen frenzy map , which consists of 4 teams and hero play.. I dont think this type of map is even possible due to this MASSIVE BUG.
how do you filter which teams hero's get picked? this is exactly what i was stating in my first post, this work around only works for 2 teams in question... I have 4 teams in my map, how am i going to give a specific team experience without giving other teams experience too when a unit dies?
Action - Pick Each Player in Active Players{
if ((picked player = owner of (killing unit)) or (picked player ally of player(owner of (killing unit)) ) then ( give xp to units in region(convert point(position of dying Unit) to region radius 10)
}
I havent worked out xp on any of my maps yet but if i was gonna give units xp with a trigger I would do it like this.
Im not sure if the units in the data editor have a value on them for how much xp they give. Possibly if they dont I would set up and array that hold every units in game's xp value and Then i would pull the units xp value from this array to apply that specific ammount of xp.
Though I really dont see why you would need to do it this way. I swear Ive seen people have XP sharing working properly on thier maps.
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My way is long-winded, and im sure unnecessary, so i wouldnt recommend it. For starters i dont use veterancy behaviour at all. All abilities added via trigger when int exceeds value. Rather wait till some1 who knows how to do it the right way turns up :/
i will try that solution , though setting up an array for every single unit in the map is going to be painfully frustrating.. im using about 100 different units,most with different experience grants on death for balance reasons.
@ yes maps have it working correctly, Big reason why, they are 2 team maps.. Maps like SOTIS are only 2 teams.. So the work around with a buff doing a search area effect upon death granting modify unit experience works, cause there is only "1 enemy team".
if i made my map a 3v3 then the workaround will work properly. however its a 3v3v3v3 ..
ill try that array thing, but i stil not sure how to do that trigger you posted there.
You can easily control which units should receive experience and which shouldn't. Just make a few conditions in the "Pick Each Unit" loop.
How you will determine the amounts of experience you grant for a unit kill is something you'll have to figure out yourself. As a quick solution in my map I use a fraction of max health to determine the amounts of experience granted. This is something I will rework or extend later, but it works like a charm and I am using the system I described in my previous reply.
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the veterancy share filters just do not work, Enemy's will gain experience also from your kills.
The only work around i have heard is too add the xp manually. Now this is also flawed. Basically i created a buff, that on death it will give the effect "search area" and apply modify unit xp to a stated amount . So why is this method also flawed? Because it presumes there are only 2 teams fighting it out. Since the search area for the workaround targets "enemy's" only. It means ALL Enemys will get experience even if they did not kill it.
So if you have more than 2 teams , this work around is also FLAWED.
Btw i am making a footmen frenzy map , which consists of 4 teams and hero play.. I dont think this type of map is even possible due to this MASSIVE BUG.
any solutions?
bumpppppp
I couldnt figure out the search area xp thing either :( so my leveling is all trigger based....PAIN. i wish u luck ^.^
how to do it via triggerS?
@Jinxxx123: Go
There are several threads on this topic already on this forum.
@Kafoso: Go
obviously u didnt read the problem.............
your method still is flawed .....
how do you filter which teams hero's get picked? this is exactly what i was stating in my first post, this work around only works for 2 teams in question... I have 4 teams in my map, how am i going to give a specific team experience without giving other teams experience too when a unit dies?
3v3v3v3 is the mode
@Jinxxx123: Go
Well if your doing this by trigger you do a
Event - Unit Dies
Action - Pick Each Player in Active Players{
if ((picked player = owner of (killing unit)) or (picked player ally of player(owner of (killing unit)) ) then ( give xp to units in region(convert point(position of dying Unit) to region radius 10)
}
I havent worked out xp on any of my maps yet but if i was gonna give units xp with a trigger I would do it like this.
Im not sure if the units in the data editor have a value on them for how much xp they give. Possibly if they dont I would set up and array that hold every units in game's xp value and Then i would pull the units xp value from this array to apply that specific ammount of xp.
Though I really dont see why you would need to do it this way. I swear Ive seen people have XP sharing working properly on thier maps.
My way is long-winded, and im sure unnecessary, so i wouldnt recommend it. For starters i dont use veterancy behaviour at all. All abilities added via trigger when int exceeds value. Rather wait till some1 who knows how to do it the right way turns up :/
i will try that solution , though setting up an array for every single unit in the map is going to be painfully frustrating.. im using about 100 different units,most with different experience grants on death for balance reasons.
@ yes maps have it working correctly, Big reason why, they are 2 team maps.. Maps like SOTIS are only 2 teams.. So the work around with a buff doing a search area effect upon death granting modify unit experience works, cause there is only "1 enemy team".
if i made my map a 3v3 then the workaround will work properly. however its a 3v3v3v3 ..
ill try that array thing, but i stil not sure how to do that trigger you posted there.
@Jinxxx123: Go
You can easily control which units should receive experience and which shouldn't. Just make a few conditions in the "Pick Each Unit" loop.
How you will determine the amounts of experience you grant for a unit kill is something you'll have to figure out yourself. As a quick solution in my map I use a fraction of max health to determine the amounts of experience granted. This is something I will rework or extend later, but it works like a charm and I am using the system I described in my previous reply.