type 1 you get an 8 second behavior buff, If this is lasting past 8 seconds you have something somewhere refreshing it. you probably have it on the search on accident.
type 2, your problem is that nothing ends the cycle. the search gives you a 1 second buff that when it expires does the search again, which causes the buff ect. so it will never end unless something prevents you from getting the buff once it's gone.
ideally idea 1 is better.
the problem you are having is probably the buff being reapplied when you teleport which it shouldn't once the 8 seconds are over the effect should stop happening. make sure the behavior has an 8 second duration.
also you might want to add a debuff to the target of the search to use for target sorting so you won't attack the same unit over and over if there are more nearby.
first off, is it a single hero map? aka will a single player have more then 1 unit that can carry the beacon.
the biggest problem here is the test if there are 2 tanks in range of the unit carrying the item, well what are the limits? what if the hero is teleported? should it spawn 2 more tanks and kill the old ones? how far from the hero can the tanks get before they are no longer counted ect.
the easiest solution would be if there is only 1 person who can have the beacon, make a trigger that picks each unit in region entire map for player and add 1 to a counter variable for each unit found with type tank.
then if the counter = 2 do nothing, if it = 1 spawn 1 tank if it = 0 spawn 2 tanks ect.
the problem i see is when you involve multiple units who have the beacon, or if the tanks are controlled by a different player ect.
can you give some more info on exactly how you want it to work?
this would work fine for a unit with 2 armor. but what if he suddenly gets a boost in armor to 10? will it adjust based on the unit's current armor value or would i have to modify the buff on the fly?
i don't understand the question. if your testing a trigger with a location you can place units on the map and use them to test your triggers. you need to do whatever the triggers "event" is.
I am looking for someone who would be interested in helping me with a map layout. aka designing the terrain and placing doodads ect.
The map is huge and has a variety of terrain types. However, I am a programmer and not much of an artist. It's slowly coming together but i feel like a fool trying to make it look good. I have some basic ideas but it would be widely free form. It's a very large map and needs to be somewhat mirrored on both sides. as it's a 6v6 game. also needs to include lots of preset buildings and units. I am handling the programming side however. I already have most of the basics in place I'm working on tweaking and polish before my 1.0 release. If you want more info please let me know. I'm currently not looking for anyone to help with the design or programming unless you really want to. So far my local play testers all love it.
I'm not sure on the requirements part but I think you can set up a requirement for the race of the player. then attach it to the command card and bam should only show the one for that race. I'm not sure if race is a viable requirement though.
I would assume you need to create multiple levels for the ability using different damage effects and then simply increase the level of the ability using triggers.
I did something similar with my Auras. they are bought with learn points and only the current level is active. but it's a bit of work.
Basically you create the behavior you want, and each version of it (level 1 2 3)
you then create a Dummy Ability and set that up in your learn ability. then make requirements for the 3 behaviors based on the count Ability (dummy) = #
assign the behaviors requirements field to the requirement for that level and attach everything to your unit.
bam when you learn a level of the dummy ability the behavior becomes active due to the requirement. the dummy ability doesn't do anything except make the behavior for that level active. no button to activate the passive nothing.
then when you level it again the requirements for level 1 are no longer met, so the behavior turns off. and the level 2 behavior becomes active. ect.
as a side note how did you alter the text of the tool tip based on the level learned?
i dunno how the mothership works but you could probably do a requirement (i assume that's how they did it)
make a requirement that counts the number of a given unit and only allow it to be used when the number is less then 6
another way (if you want to know how many you can make) is make the building have 5 charges of the unit build using charges. then set a trigger to add a charge anytime 1 of that unit type dies. just make sure you take into account multiple buildings if you have more then one structure but a 5 unit limit overall for the player.
the requirement is probably easier and a better fit though.
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@Awron: Go
okay I think you mixed them up a bit.
type 1 you get an 8 second behavior buff, If this is lasting past 8 seconds you have something somewhere refreshing it. you probably have it on the search on accident.
type 2, your problem is that nothing ends the cycle. the search gives you a 1 second buff that when it expires does the search again, which causes the buff ect. so it will never end unless something prevents you from getting the buff once it's gone.
ideally idea 1 is better.
the problem you are having is probably the buff being reapplied when you teleport which it shouldn't once the 8 seconds are over the effect should stop happening. make sure the behavior has an 8 second duration.
also you might want to add a debuff to the target of the search to use for target sorting so you won't attack the same unit over and over if there are more nearby.
0
@Kreusser: Go
this will largely depend on a couple things.
first off, is it a single hero map? aka will a single player have more then 1 unit that can carry the beacon.
the biggest problem here is the test if there are 2 tanks in range of the unit carrying the item, well what are the limits? what if the hero is teleported? should it spawn 2 more tanks and kill the old ones? how far from the hero can the tanks get before they are no longer counted ect.
the easiest solution would be if there is only 1 person who can have the beacon, make a trigger that picks each unit in region entire map for player and add 1 to a counter variable for each unit found with type tank.
then if the counter = 2 do nothing, if it = 1 spawn 1 tank if it = 0 spawn 2 tanks ect.
the problem i see is when you involve multiple units who have the beacon, or if the tanks are controlled by a different player ect.
can you give some more info on exactly how you want it to work?
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@KorvinGump: Go
what about scaling armor values?
this would work fine for a unit with 2 armor. but what if he suddenly gets a boost in armor to 10? will it adjust based on the unit's current armor value or would i have to modify the buff on the fly?
0
@Black7zero: Go
wat?
i don't understand the question. if your testing a trigger with a location you can place units on the map and use them to test your triggers. you need to do whatever the triggers "event" is.
0
@Tristiss: Go
try the un-commandable flag.
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I am looking for someone who would be interested in helping me with a map layout. aka designing the terrain and placing doodads ect.
The map is huge and has a variety of terrain types. However, I am a programmer and not much of an artist. It's slowly coming together but i feel like a fool trying to make it look good. I have some basic ideas but it would be widely free form. It's a very large map and needs to be somewhat mirrored on both sides. as it's a 6v6 game. also needs to include lots of preset buildings and units. I am handling the programming side however. I already have most of the basics in place I'm working on tweaking and polish before my 1.0 release. If you want more info please let me know. I'm currently not looking for anyone to help with the design or programming unless you really want to. So far my local play testers all love it.
0
@chubz04: Go
I'm not sure on the requirements part but I think you can set up a requirement for the race of the player. then attach it to the command card and bam should only show the one for that race. I'm not sure if race is a viable requirement though.
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@rurikar: Go
yeah but that just causes an aoe, i need one that can identify the attacker and deal damage. but ill star there
0
Does anyone know a way to create a thorns ability?
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@gorang: Go
I would assume you need to create multiple levels for the ability using different damage effects and then simply increase the level of the ability using triggers.
That's how I would do it.
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@fr0d0b0ls0n: Go
you have to make sure your dummy ability has as many blank effects as you want it to have levels.
otherwise it gets the first rank and doesn't level further.
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@jesuson: Go
You need to create additional buttons for the other 4 levels.
right now you have 1 button for the first level, you have it set to be grayed out when you don't have the ability and be colored when you have it > 1
the problem is you don't have anything different to show when you have level 2 or 3 or 4 ect.
you need to make additional button objects and add them to that control slot with their own validation on when to show or when not to.
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Is there anyway you can add a way to view posts by a certain user? or at least view your own posts so I can followup on threads I posted in?
thanks.
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@Suterusu1337: Go
I did something similar with my Auras. they are bought with learn points and only the current level is active. but it's a bit of work.
Basically you create the behavior you want, and each version of it (level 1 2 3)
you then create a Dummy Ability and set that up in your learn ability. then make requirements for the 3 behaviors based on the count Ability (dummy) = #
assign the behaviors requirements field to the requirement for that level and attach everything to your unit.
bam when you learn a level of the dummy ability the behavior becomes active due to the requirement. the dummy ability doesn't do anything except make the behavior for that level active. no button to activate the passive nothing.
then when you level it again the requirements for level 1 are no longer met, so the behavior turns off. and the level 2 behavior becomes active. ect.
as a side note how did you alter the text of the tool tip based on the level learned?
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@fate1990: Go
i dunno how the mothership works but you could probably do a requirement (i assume that's how they did it)
make a requirement that counts the number of a given unit and only allow it to be used when the number is less then 6
another way (if you want to know how many you can make) is make the building have 5 charges of the unit build using charges. then set a trigger to add a charge anytime 1 of that unit type dies. just make sure you take into account multiple buildings if you have more then one structure but a 5 unit limit overall for the player.
the requirement is probably easier and a better fit though.