Did you make sure your damage response buff responds to all types of damage effects? You can check this in the Damage Response behavior field right above the modifiers around the handle effect. All damage types should be ticked...
Instead of making the corpse morph or reviving the Infested Civilian, just kill the corpse and create a new infested civilian at its position. You can do this in the Effects field in the Units tab for the corpse. Just make a Create Unit Effect that triggers on corpse death. To kill the corpse just give it an expiring behavior that kills it when it expires.
If you still want the "progressing" bar on the unit just make the behavior show the duration bar.
Give the infested civilian a behavior - buff that has a damage response to fatal damage (death). Then, give it a handle effect in the damage response fields that creates the unit (cocoon).
The cocoon unit will have another behavior which has a duration (whatever you want) and another effect in the expiration field, this effect will create the Infested Civilian when the behavior on the cocoon behavior expires.
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Did you make sure your damage response buff responds to all types of damage effects? You can check this in the Damage Response behavior field right above the modifiers around the handle effect. All damage types should be ticked...
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Instead of making the corpse morph or reviving the Infested Civilian, just kill the corpse and create a new infested civilian at its position. You can do this in the Effects field in the Units tab for the corpse. Just make a Create Unit Effect that triggers on corpse death. To kill the corpse just give it an expiring behavior that kills it when it expires.
If you still want the "progressing" bar on the unit just make the behavior show the duration bar.
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Give the infested civilian a behavior - buff that has a damage response to fatal damage (death). Then, give it a handle effect in the damage response fields that creates the unit (cocoon).
The cocoon unit will have another behavior which has a duration (whatever you want) and another effect in the expiration field, this effect will create the Infested Civilian when the behavior on the cocoon behavior expires.
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What exactly is the valerian death prevention technique?
You're saying your stimpack ability deals damage at the end of the buff?
You're saying your stimpack ability stacks and deals more damage with more buffs?
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You'll need a set Effect that has both the teleport and damage effects in it, then make the ability do the Set Effect instead.
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Did you just make this post so that you could say that you're in it >.>
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Any updates on this map? Need this stuff soon.
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Buff -> Damage Response -> Limit Damage Types -> Add a Handle with Dummy Effect
Trigger when effect is called.
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Are the mob levels random?
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ice baneling counts?
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I think you may have left a Dynamic Pathing Cliff Blocker somewhere, look around if you see any while using the terrain editor's pathing palette.
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Those were added recently, this thread is 3 yrs old
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Mind me asking how you removed F11 Message Log?
ik theres a trigger, but it doesn't seem to work for me in F10 Menu
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That happens occasionally with all arcade maps.
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A set effect that applies the modify player effect & the other effects you want might be required in that effects chain.