Holy shit haha I'm loving the new entry! Hookshot looks pretty sweet. When you pushed the block into the hole, I had a hard time believing I wasn't watching a preview for a new zelda game! Haha. This really inspires me to keep working on my map.
My guess for the next entry is: A boss fight involving energy ball tennis (like vs ganondorf in OoT), a music playing system and double clawshots.
Dude!! Entry 5 is awesome! Everything you've done looks really great, especially the shop system. I really like your idea of using a squished carrier model as a hoverboard... ingenious! I had thought of using a similar idea for my map, having heros ride on top of vehicles... but it never even occured to me to mess with the Z-scale!
How many hours do you think you've put into this project?
I just thought of an idea. Perhaps you could have some method to directly other attack other players, such as hiring mercenaries to cause crime nearby their business in order to take customers away from them. However, doing so could risk getting you in trouble with the police. In response, enemies could hire bouncers to guard their restaraunts.
I think if you want to get any significant kind of response, you'd be wise to include screenshots/video(s) here, as well as a more in-depth explanation of your map.
Couldn't you just do something similar to the immortal's behavior for your evasion visual? I'm pretty sure you can just make an actor, and in the events+, add something like
I think this thread deserves to be bumped! Thanks for doing so, because if you hadn't bumped, I probably would never have seen this... it looks incredible!
If you want the caster to regen energy when his target dies, I believe you'd put the modify unit effect in the "Death Response" behavior field, rather than damage response. Hope that helps.
I thought there were fields for this in the "Launch Missile" effect type - launch offset and impact offset. I'd try messing around with those. of course, that only gives you one offset. So if you want a random offset, then yeah go with a Create Persistent effect like Kueken said.
This is pretty easy. Make a new actor of type model, based on "model animation style one shot". Set the model to whatever you want to use. Now go into the Events - Events+ field. At the bottom, create a new event. Set the event to "Effect.YourDamageEffect.Start" then the terms to "Create". Now make another event: Actor Creation. Terms: Animation Play:
Name: Whatever you want to name it. For example, Stand.
Animation Properties: You'll need to look at the model your using in the previewer, and see what animation name it uses that you want to use. For example, "Stand (3)" is a fairly common animation name used by a lot of different models.
Flags: Leave blank
Blend In: Leave this as it is
Blend Out: Leave this as it is
Time Variant: 1 (Or longer. This is how long in game seconds the visual will last)
Time Type: Duration
Finally, add a third event: Animation Done. Add a term for "anim name" and select the name you used in the previous event. Set the action to "destroy".
First off, make your "Create Unit" effect. Set it up to your liking.
Now, make a new behavior of type buff.
For effect - initial, link the create unit effect. I assume you've already done all of the steps above.
Now, to kill the created unit when the creator dies, you need to do a few things. First of all, make a new damage effect. Change nothing except for going to "flags" and checking "kill". Now make a new Search Area effect. In the Areas+ field, set the effect to the damage you just made. Radius is whatever you want - you could make it so that it only kills the created unit if its within a certain range. In the search filters, restrict it to player only (unless the created unit belongs to a different player). Now, make a new "Unit Type" validator. Set the unit type to the created unit, and the compare to "equal to". Add this validator to your search effect. Finally, go back to the behavior you made. In the Modification field, under the combat tab, you should find a field called "death response". change "chance" to 1, then scroll down until you find a drop down menu for "effect". Just open this up and find your search effect, link it up, and you should be good to go!
EDIT: Oops, I didn't see your last sentence. Do you have multiple units of that type belonging to the same player? Or just across multiple players? If its the latterr, what I described should still work, because of the search filters. If its the former, you could set the maximum count in the search area effect to 1. It might not be the exact same unit that was created, but it will keep it even - 1 created unit dies whenever one creator dies.
If you want to make it more exact then that, I'm thinking you'd probably have to use triggers.
Why would the fact that its a dummy ability make a difference? As far as I know you just need to go into commands+ for your ability and select the requirement near where you select the button. Or maybe its on unit's the command card.
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Holy shit haha I'm loving the new entry! Hookshot looks pretty sweet. When you pushed the block into the hole, I had a hard time believing I wasn't watching a preview for a new zelda game! Haha. This really inspires me to keep working on my map.
My guess for the next entry is: A boss fight involving energy ball tennis (like vs ganondorf in OoT), a music playing system and double clawshots.
0
Dude!! Entry 5 is awesome! Everything you've done looks really great, especially the shop system. I really like your idea of using a squished carrier model as a hoverboard... ingenious! I had thought of using a similar idea for my map, having heros ride on top of vehicles... but it never even occured to me to mess with the Z-scale!
How many hours do you think you've put into this project?
0
@Builder_Bob: Go
Ha, thanks... that solved the problem. Weird. Perhaps I should have read closer before posting 3 paragraphs :)
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I just thought of an idea. Perhaps you could have some method to directly other attack other players, such as hiring mercenaries to cause crime nearby their business in order to take customers away from them. However, doing so could risk getting you in trouble with the police. In response, enemies could hire bouncers to guard their restaraunts.
0
This looks great. I had the idea of doing this a while ago. Glad to see someone is doing it.
0
I think if you want to get any significant kind of response, you'd be wise to include screenshots/video(s) here, as well as a more in-depth explanation of your map.
0
Couldn't you just do something similar to the immortal's behavior for your evasion visual? I'm pretty sure you can just make an actor, and in the events+, add something like
behavior.evasion.damageresponse
create
0
I think this thread deserves to be bumped! Thanks for doing so, because if you hadn't bumped, I probably would never have seen this... it looks incredible!
0
If you want the caster to regen energy when his target dies, I believe you'd put the modify unit effect in the "Death Response" behavior field, rather than damage response. Hope that helps.
0
Your idea sounds like a lot of fun. If this game came out, I would love to play it.
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I watched your videos Kueken, your abilities look fantastic. They inspired me to keep going with my own project.
0
I thought there were fields for this in the "Launch Missile" effect type - launch offset and impact offset. I'd try messing around with those. of course, that only gives you one offset. So if you want a random offset, then yeah go with a Create Persistent effect like Kueken said.
0
This is pretty easy. Make a new actor of type model, based on "model animation style one shot". Set the model to whatever you want to use. Now go into the Events - Events+ field. At the bottom, create a new event. Set the event to "Effect.YourDamageEffect.Start" then the terms to "Create". Now make another event: Actor Creation. Terms: Animation Play:
Name: Whatever you want to name it. For example, Stand. Animation Properties: You'll need to look at the model your using in the previewer, and see what animation name it uses that you want to use. For example, "Stand (3)" is a fairly common animation name used by a lot of different models. Flags: Leave blank Blend In: Leave this as it is Blend Out: Leave this as it is Time Variant: 1 (Or longer. This is how long in game seconds the visual will last) Time Type: Duration
Finally, add a third event: Animation Done. Add a term for "anim name" and select the name you used in the previous event. Set the action to "destroy".
0
This is very simple.
First off, make your "Create Unit" effect. Set it up to your liking.
Now, make a new behavior of type buff.
For effect - initial, link the create unit effect. I assume you've already done all of the steps above.
Now, to kill the created unit when the creator dies, you need to do a few things. First of all, make a new damage effect. Change nothing except for going to "flags" and checking "kill". Now make a new Search Area effect. In the Areas+ field, set the effect to the damage you just made. Radius is whatever you want - you could make it so that it only kills the created unit if its within a certain range. In the search filters, restrict it to player only (unless the created unit belongs to a different player). Now, make a new "Unit Type" validator. Set the unit type to the created unit, and the compare to "equal to". Add this validator to your search effect. Finally, go back to the behavior you made. In the Modification field, under the combat tab, you should find a field called "death response". change "chance" to 1, then scroll down until you find a drop down menu for "effect". Just open this up and find your search effect, link it up, and you should be good to go!
EDIT: Oops, I didn't see your last sentence. Do you have multiple units of that type belonging to the same player? Or just across multiple players? If its the latterr, what I described should still work, because of the search filters. If its the former, you could set the maximum count in the search area effect to 1. It might not be the exact same unit that was created, but it will keep it even - 1 created unit dies whenever one creator dies.
If you want to make it more exact then that, I'm thinking you'd probably have to use triggers.
0
Why would the fact that its a dummy ability make a difference? As far as I know you just need to go into commands+ for your ability and select the requirement near where you select the button. Or maybe its on unit's the command card.