• 0

    posted a message on Make a Spider mine explode when killed?

    Go to Unit: Effect + in the Spider Mine's Unit data fields and set the Death effect to the explosion effect.

    Posted in: Data
  • 0

    posted a message on Behavoirs help

    Set field Stats: Maximum Stack Count in the behavior data fields to how much times you want it to stack.

    Posted in: Data
  • 0

    posted a message on Looking for a partner or 2

    I actually had something of exact concept I was making, I half did it, then remade it into the concept I have now. By chance did you get your idea from a map in wc3?

    Posted in: Team Recruitment
  • 0

    posted a message on Game randomly drops a lot of players, freezed loading screen...

    It happens in your Galaxy Vampirism map too. Some people were saying it's due to players dropping out of the lobby, not leaving, but disconnecting out of the lobby. They say when that happens it messes up the lobby, causing these drops. Sometimes the entire lobby drops, while sometimes it is half of the lobby. Most of the time when I host, this happens. This leads me to believe that it may also be the host that causes this drop. It is still a complete mystery to us though.

    - It is definitely not banks because some maps that dont require banks do this.

    - The chances of it happening depends on how long the lobby has been waiting.

    Posted in: General Chat
  • 0

    posted a message on Launch Missle while moving

    Missiles use a missile mover to determine the way they move, change the mover driver option to "Throw", I'm not sure how that helps though. Just explaining what Evil said.

    Posted in: Data
  • 0

    posted a message on Hook Ability (Solved)

    Yeah, I got it to work by doing that, only,I just saw your post :O.

    I killed the missile then made the beam attach to target while shooting back another missile. Thanks for the help.

    Posted in: Data
  • 0

    posted a message on Hook Ability (Solved)
    Quote from Rijst: Go

    @Necromoni: Go

    It is not very clear to me what you want, my suggestion is just look at the abduct ability of the Viper unit then alter it to your wishes.

    Thing is, it's a skillshot (linear), I got the pull to work and everything, just I need it to come back when the missile "hits" the unit (applies set from search effect).

    Posted in: Data
  • 0

    posted a message on Best Method for Presenting Hero Selection?

    Old school, building has all heroes with tool-tip descriptions :D

    Posted in: Map Suggestions/Requests
  • 0

    posted a message on Hook Ability (Solved)

    Hi,

    I know I come here a lot, but I just have to know if the stuff I'm trying to do are possible.

    I made a hook ability, the ability should launch a missile which searches for targets and then launches them back to the caster, the missile itself should return with any unit it launches back or if it reaches maximum range. Everything works, except, the missile doesn't know when it has hit something, so it deals the damage then goes to the maximum range of the ability and then returns to the caster. The usual workaround to this is to kill the missile, but I can't do that because I need the missile to return to the caster. The missile also attaches a beam actor so making another missile which fires back might not be possible. So in short, I need a workaround for the missile to return to the caster when it hits a unit (it is a beam).

    Anyone know if this is possible?

    Posted in: Data
  • 0

    posted a message on Spell Damage

    Do you wish to share how exactly you set up these catalog triggers? Otherwise I'll just stick to kueken's 2nd idea, because when I mess with triggers I usually mess everything up.

    Posted in: Data
  • 0

    posted a message on Spell Damage

    I have an attribute, intelligence, which increases spell damage done by .8 at the moment, but I realize this causes problems if I made a spell do 5 damage per second for example because it scales too well with the attribute.

    Now I need to find out how to make this attribute behave differently with every ability, so that I can edit the DoT spell to do 5 + [30%] of intelligence while another spell deals 150 + [80%] Intelligence. I know it's possible (because AoS has done it), but I can't seem to figure out how I can get it done. Anyone know anything about this?

    Posted in: Data
  • 0

    posted a message on Crystalmaul Wars: Coming Soon (Need Testers!)

    Firemaul aftermath is a pretty good rm of wintermaul, your one looks nice too, will be sure to try it when it comes out.

    Posted in: Map Feedback
  • 0

    posted a message on Create unit if target dies buff
    Quote from JimyStyles: Go

    Buffs have a field called "final". You can link an effect here. Use this to link the effect, which creates an infested terran. Also make sure not to miss what drsuperevil is saying.

    Wouldnt that also happen if the duration runs out? I'm not sure if his buff lasts forever?

    Posted in: Data
  • 0

    posted a message on Create unit if target dies buff

    I'm not completely sure about the Damage Response fields in Behaviors of Behavior - Buff type, but in Buff Bheaviors there is a Damage Response field that has a fatal check thing, try to put the Effect - Create Unit in the Handled section and check the Fatal and see what that does. Also be sure to put Chance at 1.

    Posted in: Data
  • 0

    posted a message on Remove Behavior if out of Range of Caster who Applied Behavior

    The Search Area searches for every unit that qualifies in a set bounds that you can set with filters, there are another set bounds named validators which are used to solo out units with specific behaviors or abilities.

    Use a Dummy Behavior and a Behavior validator to solo out Unit Y. You would also need the dummy behavior to have a duration of 1 second or .5 seconds. Then the Search Area will periodically apply the dummy behavior (at a lower rate than the duration of the dummy behavior) as well, so that if Unit Y exits the range and decides to re-enter the range, he wouldn't be affected if he was out long enough (whatever duration you put on the dummy behavior).

    Posted in: Data
  • To post a comment, please or register a new account.