Thanks for resurrecting this thread, I had given up on getting an answer.
@RileyStarcraft: You tha man! I had the building actors and events set up within the actor and build actor, but I had no clue about the "Terran Construction" progress actor. I set up my build ability in there and now everything works.
Well, I don't see any skills called "Under Construction", but I do see "Build in Progress" in abilities for all the default structures. I have "Build in Progress" as the only skill for my new Depot structure and the building still appears completely built as soon as I start constructing. :(
I'm making a duplicated Supply Depot, I have duplicated the unit and the actor. The actor has been assigned to my new unit called a "Support Depot", and I changed all the units models and sounds to the Supply Depot settings.
In the actor events, I modified this:
UnitConstruction.SupportDepot.Start
-Create SupplyDepotBuild
When I set the actor to use the "Support Depot", this event defaulted the event to "Create SupportDepotBuild", so I modified it to use SupplyDepotBuild.
The problem is that when I construct my new Support Depot, the building instantly appears completed and it overlays the build animation on top of that. When you build the default Supply Depot, there is nothing there to being with as it drops a little techno-nugget on the ground that builds into a Supply Depot.
I've been comparing the actor events back and forth between the default Supply Depot and my new "Support Depot" and I can't figure out what should be set so that the building does not appear completed as soon as construction begins. Building construction is pretty basic, so I'm hoping someone can point out the event that isn't correct. Thanks!
You can specify the name of the weapon within the definitions for the weapon. The rest of those fields are automatically populated based on weapon settings. For example, I am not sure there is a way to change what attack cooldowns are considered "fast" or "slow".
I am faced with a challenge in balancing my TD. In SC2, the armor works by reducing each attack by a static amount of damage. In my opinion this is worse for a TD game because you can't easily control the effect of a units armor against any given weapon.
First, this penalizes fast attacking towers more than slow towers. A unit has 4 armor, so a tower that attacks for 5 damage every 5 seconds has done 2 damage in 10 seconds. A tower that attacks for 10 damage every 10 seconds has done 6 damage in 10 seconds.
Second, I would need to manually specify the damage reduction amount from armor for each level of each tower. This would be a nightmare when I need to make slight balancing tweaks to tower damage.
What is really needed here is a percentage-based damage reduction for armor, but I don't see that available. How are other people overcoming this challenge in the up-and-coming TD games? Any suggestions?
I want to use special effects like what WC3 used to have. I have a trigger to create an actor of type "model" on a unit, and that works great.
I'm worried about the cleanup of these actors. When I use the Kill Actor event, it doesn't play the death animation or remove the actor from the game (as described by the tooltip). The actor will sit there forever, and I can't find any event to remove actors.
Any ideas on this? I plan to be using a lot of these model actors so I need to be sure they won't slow the game down.
0
@Zarakk: Go
Thanks for resurrecting this thread, I had given up on getting an answer.
@RileyStarcraft: You tha man! I had the building actors and events set up within the actor and build actor, but I had no clue about the "Terran Construction" progress actor. I set up my build ability in there and now everything works.
0
Well, I don't see any skills called "Under Construction", but I do see "Build in Progress" in abilities for all the default structures. I have "Build in Progress" as the only skill for my new Depot structure and the building still appears completely built as soon as I start constructing. :(
0
I'm making a duplicated Supply Depot, I have duplicated the unit and the actor. The actor has been assigned to my new unit called a "Support Depot", and I changed all the units models and sounds to the Supply Depot settings.
In the actor events, I modified this: UnitConstruction.SupportDepot.Start -Create SupplyDepotBuild
When I set the actor to use the "Support Depot", this event defaulted the event to "Create SupportDepotBuild", so I modified it to use SupplyDepotBuild.
The problem is that when I construct my new Support Depot, the building instantly appears completed and it overlays the build animation on top of that. When you build the default Supply Depot, there is nothing there to being with as it drops a little techno-nugget on the ground that builds into a Supply Depot.
I've been comparing the actor events back and forth between the default Supply Depot and my new "Support Depot" and I can't figure out what should be set so that the building does not appear completed as soon as construction begins. Building construction is pretty basic, so I'm hoping someone can point out the event that isn't correct. Thanks!
0
You can specify the name of the weapon within the definitions for the weapon. The rest of those fields are automatically populated based on weapon settings. For example, I am not sure there is a way to change what attack cooldowns are considered "fast" or "slow".
0
I am faced with a challenge in balancing my TD. In SC2, the armor works by reducing each attack by a static amount of damage. In my opinion this is worse for a TD game because you can't easily control the effect of a units armor against any given weapon.
First, this penalizes fast attacking towers more than slow towers. A unit has 4 armor, so a tower that attacks for 5 damage every 5 seconds has done 2 damage in 10 seconds. A tower that attacks for 10 damage every 10 seconds has done 6 damage in 10 seconds.
Second, I would need to manually specify the damage reduction amount from armor for each level of each tower. This would be a nightmare when I need to make slight balancing tweaks to tower damage.
What is really needed here is a percentage-based damage reduction for armor, but I don't see that available. How are other people overcoming this challenge in the up-and-coming TD games? Any suggestions?
0
I want to use special effects like what WC3 used to have. I have a trigger to create an actor of type "model" on a unit, and that works great.
I'm worried about the cleanup of these actors. When I use the Kill Actor event, it doesn't play the death animation or remove the actor from the game (as described by the tooltip). The actor will sit there forever, and I can't find any event to remove actors.
Any ideas on this? I plan to be using a lot of these model actors so I need to be sure they won't slow the game down.