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    posted a message on (Solved) Toggleable Attack On-Hit Effect

    EDIT: As it turns out, it was reapplying itself because it was triggering its own damage response. I managed to work around that, thanks a lot for the help!

    Posted in: Data
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    posted a message on (Solved) Toggleable Attack On-Hit Effect

    @DrSuperEvil: Go

    Buff two, the one that is applied to the unit the DT attacks that has a damage component. It doesn't expire so the damage keeps ticking on them until they are dead.

    And I need to have the period and period interval on that buff for it to work as a delayed damage on-hit effect (the DT attacks the target, applying the buff, which causes damage after 3 seconds). Unless you were thinking I was talking about the buff applied to my DT, which is set to default for the period values.

    Posted in: Data
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    posted a message on (Solved) Toggleable Attack On-Hit Effect

    @DrSuperEvil: Go

    EDIT: I managed to get the ability to work correctly (I really appreciate the support, thanks a ton)

    One final little hurdle though. I have the buff duration set to 3s, 1 period, and a period interval of 3 seconds but the buff is lasting infinitely.

    Posted in: Data
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    posted a message on (Solved) Toggleable Attack On-Hit Effect

    @DrSuperEvil: Go

    I'm sorry, but would you be able to walk me through that a little bit more?

    I've attempted using the behaviour ability to do this before (obviously I must be doing something wrong here) but whenever I do I can only ever get the buff applied to the Dark Templar (which then means the DT is taking damage). How do I work it so that that buff is applied to the unit the DT is attacking?

    Posted in: Data
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    posted a message on (Solved) Toggleable Attack On-Hit Effect

    So I currently have an on-hit effect where when my Dark Templar attacks he becomes de-cloaked for 3 seconds. There is also a (currently) a second on-hit effect that applies a buff to the target that after 3 seconds does damage. I'm wondering how I can turn this second on-hit effect into a level-able toggle ability.

    Some additional info:

    Right now the effect works via apply behaviour that applies the buff which is linked to a damage effect. The apply behaviour is then linked through a set to the weapon.

    Posted in: Data
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    posted a message on Slight Issue with Custom Ability

    Bump: Video.

    Posted in: Miscellaneous Development
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    posted a message on Slight Issue with Custom Ability

    So I have this ability, it's a simple "wave" ability that damages and stuns what it hits, easy.

    I have the ability set up all nice and pretty, it works perfectly fine, but for some reason the model I used for the effect "flashes" after the effect "wave" has passed. I cast the skill, a wave radiates outward, and then the model flashes at each point that it was created for a brief moment afterwords. I'll upload a video if that's confusing.

    Posted in: Miscellaneous Development
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    posted a message on Only experience points from killing blows? :/

    EXP gain method and sharing can be set in veterancy levels. It's extremely easy and simple.

    Behaviour - Experience Fraction: Sets the amount of experience gained from a given action (Ie. you can have it give 100% experience from a kill, or 50% from damage dealt and the other 50% for the kill). You can even award experience for absorbing damage.

    Stats - Shared Fraction: The amount of experience shared to your team mates. You can set it so that if you make a kill that nets you 10 exp, they can gain 1-10 exp from that as well.

    Stats - Shared Radius: How far away your team mates have to be to gain shared experience from the above stat.

    Posted in: Miscellaneous Development
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    posted a message on Three unrelated things I don't know how to do

    1: How do I go about making it so that the player must click on the unit to attack it (ie. Disabling auto-attacking and attack move)?

    2: How do I disable the permanent cloaking on the Tosh and Nova campaign units? Tried with triggers, didn't work, assuming I have to remove the ability in the data editor somewhere?

    3: How do I make it so a unit will attack whatever it runs into first? Basically, I have destructible sand bags in place, with Marines behind it and I want the hostile units to attack the sand bags before they go after the Marines. Attack priorities doesn't work, which I assume has to do with the fact that one unit is causing damage while the other isn't, and this overrides attack priorities?

    EDIT: Make that 4.

    It seems that I can't get the "repeat forever" action sequence to function in a trigger, it gives me an error message for that trigger on map initialization. Could someone post a working string using the repeat forever function so I can figure out why mine isn't working? It has to do with unit spawns and issuing orders.

    Thanks.

    Posted in: Miscellaneous Development
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