Thanks, we're certainly getting somewhere. That fixed the fact that I wasn't doing damage to enemies. It's still hitting me and not applying the debuff though. Any other things you noticed?
IMHO, you should balance ability costs by things like how often you want players to have to go out of combat to restore their combat resource. Play around a bit with each character, adjust the costs and fiddle with the cooldowns. Balance doesn't mean things have to be the same; if you want your map to be interesting, you might want one character to be very resource dependent and another not to be.
Update: I managed to get the damage to stop hitting me with an "Impact Unit Validator" on my damage. I'm still not getting the behavior to apply along with the damage though. Still playing with it but can't think of anything still.
So I wanted to develop an ability for a unit in my game. I'm not attempting anything exceedingly fancy: the unit does a small AoE damage/stun around itself and gets a speed buff in order to aid kiting. Thus far, although the ability does successfully provide the speed buff and damage surrounding units, the search function is not working for either the damage or the stun, and is instead damaging the casting unit now I still can't figure out how to get the debuff to apply to enemies as it should. Here's all the relevant info I can think of, please let me know if I forgot anything:
Ability: Effect - Instant (CAbilEffectInstant)
Cost: Time Use 9.0
Effect: (Set)
Editor Categories: Zerg
Behavior (Buff): Buff (CBehaviorBuff)
Alignment: Positive
Categories: Temporary
Modification: Movement Speed Multiplier 2.2
Duration: 3.5
Editor Categories: Zerg
Behavior (Debuff): Buff (CBehaviorBuff)
Alignment: Negative
Categories: Restorable, Temporary
Modification: Modify Flags - Supress Turning, State Flags - Stun
Duration: 1.5
Editor Categories: Zerg
Buttons: Generic (CButton)
Editor Categories: Zerg
Effects (Damage): Damage (CEffectDamage)
Amount: 40
Impact Location: (None):Caster UnitTarget Unit
Editor Categories: Zerg
Response Flags: Acquire, Flee
Impact Unit Validtor: (Target is Enemy or Neutral)
As I said, the buff seems to work, but the damage is for some reason applying to my own unit and the debuff is not occurring at all. I've fiddled with every category I can think to fiddle with. Can someone please explain to me what I've done wrong?
The merc medic won't change size. I want to make it bigger but the model for some reason won't change size. I know how to do this in general but it's not working in this case.
I've figured out how to use the actor data and the model data to scale models as I need, but for some reason I can't get either of these methods to work with the merc medic model. Has anyone else encountered this and/or found a way around it? I'm working on a simple PvP map and I want to reduce the size discrepancy without having to resize everything to match the merc medic.
0
@Azizh: Go
This same error occurred for me when I had two "unit" actors under the same unit. What actors do you have under the listed unit?
0
Thanks, we're certainly getting somewhere. That fixed the fact that I wasn't doing damage to enemies. It's still
hitting me andnot applying the debuff though. Any other things you noticed?0
@fishy77: Go
IMHO, you should balance ability costs by things like how often you want players to have to go out of combat to restore their combat resource. Play around a bit with each character, adjust the costs and fiddle with the cooldowns. Balance doesn't mean things have to be the same; if you want your map to be interesting, you might want one character to be very resource dependent and another not to be.
0
Update: I managed to get the damage to stop hitting me with an "Impact Unit Validator" on my damage. I'm still not getting the behavior to apply along with the damage though. Still playing with it but can't think of anything still.
So I wanted to develop an ability for a unit in my game. I'm not attempting anything exceedingly fancy: the unit does a small AoE damage/stun around itself and gets a speed buff in order to aid kiting. Thus far, although the ability does successfully provide the speed buff and damage surrounding units,
the search function is not working for either the damage or the stun, and is instead damaging the casting unitnow I still can't figure out how to get the debuff to apply to enemies as it should. Here's all the relevant info I can think of, please let me know if I forgot anything:Ability: Effect - Instant (CAbilEffectInstant)
Behavior (Buff): Buff (CBehaviorBuff)
Behavior (Debuff): Buff (CBehaviorBuff)
Buttons: Generic (CButton)
Effects (Damage): Damage (CEffectDamage)
Caster UnitTarget UnitEffect (Search): Search Area (CEffectEnumArea)
Effect (Set): Set (CEffectSet)
Effect (Speed Buff): Apply Behavior (CEffectApplyBehavior)
Effect (Stun): Apply Behavior (CEffectApplyBehavior)
As I said, the buff seems to work,
but the damage is for some reason applying to my own unitand the debuff is not occurring at all. I've fiddled with every category I can think to fiddle with. Can someone please explain to me what I've done wrong?0
@DrSuperEvil: Go
The merc medic won't change size. I want to make it bigger but the model for some reason won't change size. I know how to do this in general but it's not working in this case.
0
Misread that. Please disregard.
0
I've figured out how to use the actor data and the model data to scale models as I need, but for some reason I can't get either of these methods to work with the merc medic model. Has anyone else encountered this and/or found a way around it? I'm working on a simple PvP map and I want to reduce the size discrepancy without having to resize everything to match the merc medic.