I was reading the hero tutorials and I was trying to make a hero with a fungal growth that levels and increases its damage each level. I got that working but for some reason on levels 2+ of Fungal Growth the ability no longer has a model and no longer roots the enemies. I was talking in IRC and people said something about actors or events but after messing with that for hours, I still cannot figure it out. Could someone, in detail, explain to me how to do what I am attempting to do?
For the fungal growth ability under Effects (where you specify the upgraded versions of the ability) it only takes Fungal Growth (Search), so I tried duplicating that, renaming the FungalGrowthApplyMovementBehavior, FungalGrowthSet, Fungal Growth (Apply Root), and Fungal Growth (Fungal Growth Damage), along with the two behaviors (FungalGrowth, FungalGrowthMovement) and then trying different permutations of referencing the original fungal growth, but to no avail?
I don't know if this is too much to ask, but if someone could detail the steps to increasing the damage of fungal growth per level while retaining the model effects and rooting ability, I would really appreciate it.
first thing first, make sure to "name your object data properly" , theres nothing harder than having all sorts of names for different objects. So say for fungal growth first level , i would put a number 1 for each name across all boards. For level 2 put a number 2 in the object data across all boards.
aright now since that out the way, to make an ability have more than 1 level, is pretty easy. first depulicate all the effects and behaviours, make sure to name each level properly . you might need to duplicate some other stuff like validators (if need be) , but for the majority of the time, its just effects and behaviours that need duplicating. Now this is an important part here im going to say, after you finish duplicating make sure all your duplicated effects /behaviours state the proper fields. all level 1's match with level 1's and all level 2's match with level 2's and so on......
when you have finished adjusting your duplicating effects/behavs go to your main ability, and stack up the effects in the effect field. Do it from lowest to highest. This is very important. so make sure its in that order. after you have done that, the spell should be multilevel.
For actors, go to the actors that your spells are using, an ADD in the additional "effects/Behaviour" events you just created. Remember the actor only has the first level specified, so it will only display for the first level. You need to copy/paste and adjust each additional event for each level.
I was reading the hero tutorials and I was trying to make a hero with a fungal growth that levels and increases its damage each level. I got that working but for some reason on levels 2+ of Fungal Growth the ability no longer has a model and no longer roots the enemies. I was talking in IRC and people said something about actors or events but after messing with that for hours, I still cannot figure it out. Could someone, in detail, explain to me how to do what I am attempting to do?
For the fungal growth ability under Effects (where you specify the upgraded versions of the ability) it only takes Fungal Growth (Search), so I tried duplicating that, renaming the FungalGrowthApplyMovementBehavior, FungalGrowthSet, Fungal Growth (Apply Root), and Fungal Growth (Fungal Growth Damage), along with the two behaviors (FungalGrowth, FungalGrowthMovement) and then trying different permutations of referencing the original fungal growth, but to no avail?
I don't know if this is too much to ask, but if someone could detail the steps to increasing the damage of fungal growth per level while retaining the model effects and rooting ability, I would really appreciate it.
@Fromethius: Go
yea sure ill help
first thing first, make sure to "name your object data properly" , theres nothing harder than having all sorts of names for different objects. So say for fungal growth first level , i would put a number 1 for each name across all boards. For level 2 put a number 2 in the object data across all boards.
aright now since that out the way, to make an ability have more than 1 level, is pretty easy. first depulicate all the effects and behaviours, make sure to name each level properly . you might need to duplicate some other stuff like validators (if need be) , but for the majority of the time, its just effects and behaviours that need duplicating. Now this is an important part here im going to say, after you finish duplicating make sure all your duplicated effects /behaviours state the proper fields. all level 1's match with level 1's and all level 2's match with level 2's and so on......
when you have finished adjusting your duplicating effects/behavs go to your main ability, and stack up the effects in the effect field. Do it from lowest to highest. This is very important. so make sure its in that order. after you have done that, the spell should be multilevel.
For actors, go to the actors that your spells are using, an ADD in the additional "effects/Behaviour" events you just created. Remember the actor only has the first level specified, so it will only display for the first level. You need to copy/paste and adjust each additional event for each level.
This worked, thanks, but still the enemy units are not rooted and are free to move with the fungal growth on them. Why is this?
Bump.
My fungal growth does not any longer impair movement (or root enemies)
Is there a solution to this?