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    posted a message on Cone ability does damage and knockback

    Hey Guys-

    Working on an ability that does damage in a cone in front of my caster, and then knockbacks/damages aall enemies hit. My initial idea on getting this to work, would just be an ability that called a search of 45 degree arc(cone?) with a launch/impact of target point, and that search applies my set which contains a damage and an apply force of a positive value? Reason I ask is in its current implementation, it's not function as intended. Am I going about this right?

    Posted in: Data
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    posted a message on Help with issue order effect

    So I have an ability that creates a unit(just an ultralisk copy with a model swap), and it will do damage when summoned. However, after I create this unit, I would like for it to attack enemies if the ability were cast on them(just stands there atm) and secondly, I would like for it to follow my caster. I've tinkered with the issue order effect where I had the Effect: Ability = Move but I may be doing something wrong somewhere. In the create unit effect is where I have the Effect: Spawn as the issue order. Thanks for the help in advance.

    Posted in: Data
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    posted a message on [Passive Ability] Casting specific amount of spells in a row removes next spells CD

    @drybonevalley: Go

    I've run into this as well, I'd be interested in knowing how this works as well.

    Posted in: Data
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    posted a message on [Solved]Straight line AoE ability

    @DrSuperEvil: Go

    Think I got the searches down got about 8 or so in a set ranging from a radius of .1 to .5. I was wondering how I would go about having the wall persist for a duration? As in once this ability I don't want it to just dissipate but rather stick for a set time and continue its periodic effect until the time has expired. Currently, I have my duration set to 0 since I want the offsets to all occur at once mimicking a wall, but the wall disappears shortly.

    • Edit* Fixed this by adding a persistent that runs the persistent s running the search

    What's the best way to go about getting the actor models to accurately reflect the length of the wall? Would it be multiple Site Op(Local Offsets) that are the coords of my periodic offsets?

    Posted in: Data
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    posted a message on [Solved]Straight line AoE ability

    @hobbidude: Go

    I guess I was on the right track,then with having multiple offsets just along the X axis(1,0,0, 2,0,0, etc). Do I not need to adjust the arc, I'm guessing 180 would only catch from one direction so maybe 360 is better.

    Any idea about the other two questions? Adjusting the model I can only extend the scale positive, so if my line is going to have (-) and (+) cords I'm not sure how to adjust it to actual represent where the damage is.

    And I've messed around with the siteoprotation some more and still no luck

    Posted in: Data
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    posted a message on [Solved]Straight line AoE ability

    Hey All-

    Currently, I'm attempting to implement an ability that is a straight line of..let's say fire. I've got a majority of it already implemented aside from the DoT affect doing the periodic damage in a horizontal line. I'm assuming that a horizontal line would be a 180 arc, and I've tried making a smaller radius so I catch anything behind. However, I can't get minions that are further down the line. I've tried periodic effects extending down the X axis, but that didn't work out for(may be doing something wrong). Wanted the line to persist for 10 seconds or and any enemy that passes through would get this dot thrown on them.

    -Anyone have some ideas on this?

    Anyways, the next part of my issue lies with the actor I'm attempting to use. I'd like it for it to center in the direction of my character when placed and be accurate in the representation of the wall in terms of where the damage will occur etc.

    -Anyone have an idea on how I can achieve both of these?

    • Note* 'I've attempted to use a site operation(explicit rotation) as a solution to the facing the model towards the center of my character model im using, but that doesn't seem to work(added the model creation actor to events, and adjust the actor foward to (0,1,0) and up to (0,0,1). Could be doing this part all wrong too
    Posted in: Data
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    posted a message on [Solved]Amount of Damage based on vital of the caster

    How will the ability use the values assigned to Energy Missing? I've got them setup but I don't see where Energy Missing is being used?

    • Edit* Never-mind I was able to get this working TY
    Posted in: Data
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    posted a message on [Solved]Amount of Damage based on vital of the caster

    Hey All-

    Looking to go about creating ability standard launch missile ability, however, I'd like for the ability to do more damage the more mana the caster has used. I've got everything covered, aside from the ability doing more damage the more mana the caster is missing. Anybody able to lead me in the right direction? Thanks.

    Posted in: Data
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    posted a message on LF help with incorporating two abilities

    Got it working through triggers, thanks Necro. Was still hoping to get it working through data for the sake of learning. I'll continue to try and get that to work

    Posted in: Data
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    posted a message on LF help with incorporating two abilities

    @DrSuperEvil: Go

    I set the cooldown the ID of Ability 2, and changed the location to Unit but it's still not working as intended. I've attached my map, if that is of any help. Going to keep looking at it to see if I can figure out why =/

    For the sake of clarity, Ability 1 is fireball and Ability 2 is Dash in the map.

    Posted in: Data
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    posted a message on LF help with incorporating two abilities

    @hobbidude: Go

    Tried DrSuperEvil's suggestion, and I may have goofed somewhere =/ , but it's currently not functioning. I'll do my best to describe what I did below:

    -Created UnitCompareCooldown Validator

    • Set Validator:Ability = Ability 2(the effect the just moves my unit)
    • Compare = Equal To
    • Cooldown = 0

    -Created Modify Unit Effect

    • Cost:Cost + = only selected Ability 2 here
    • Effect: Validators+ : Cooldown Validator I created.

    -Added the Modify Unit Effect to my Set Effect above my Damage spell in that Set,.

    Posted in: Data
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    posted a message on LF help with incorporating two abilities

    I should probably clarify, since I probably did not word what I'm looking to do explicitly.

    I currently have both abilities already created/implemented via data with cooldowns and what not. What I am looking to do is the following:

    Conditionally, While Ability 2 is on cooldown, if I use Ability 1 to damage my target then Ability 2's cooldown is reset.

    Posted in: Data
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    posted a message on LF help with incorporating two abilities

    @hobbidude: Go

    Hmm ok, well ability 2 does not require a unit to be targeted. Ability 2 is just a launch missile with no ammo unit, the only ability which requires a target is Ability 1.

    The only condition for the cooldown to be reset on ability 2, is if Ability 1 has damaged the target while Ability 2 is on cooldown.

    Posted in: Data
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    posted a message on LF help with incorporating two abilities

    Hey All-

    I'm attempting to add an extra feature to one of my abilities. Ability 1 is simply just splash damaging spell, and Ability 2 is a Dash/Slide. I was hoping I'd be able to have the cooldown of Ability 1 reset, if Ability 1 was used directly after Ability 2 to damage a target. If the target was not damaged the cooldown is not reset. Being fairly new to the editor, initially I thought this would be done through triggers, but I was informed that this could be done easier with data.

    If anyone could provide some guidance or a tutorial on how to implement what I described above that would be great

    Posted in: Data
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    posted a message on LF help with creating a trigger incorporating two abilities

    @asciame1: Go

    Moving over to Data, since its more relevant there.

    Posted in: Triggers
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