Yeah. It's kinda of like a remake of castle fight. Where buildings in a base can have abilities that can be offensive or defensive so I kinda need them to auto-cast without them having like a 5 minute delay on them.
As for the wacky trigger you were looking at. I want it to basically be if the target has a shield to give it additional shields and if the target doesn't have any shields or less then 100 shields then to give them 100 shield.
I figured out what was going on. Apparently the Buildings can't turn to target the enemy ( I don't get it either.) So because they are not looking in that direction they could never cast. Thanks for trying to help though ^.^
I'll take a look at it in a minute I'm not surprised I managed to screw it up.
What I had actually had the problem with was the ability that needs to be cast not auto casting. If you load up the map now the Void Bullet ability is attached to a building with auto-cast on and it starts with like 10-11 energy and it'll go up to 50 without it ever casting thats like 2 or 3 minutes of game time. I just want to know what the delay is from so I can fix it.
Does anyone know how this works? If I add any kind of bonus to the move speed on a behavior I get a zoom zoom zoom effect where the units move at an unbelievable speed and if you click on another unit sometimes they bounce back and forth over it or do this weird circular patrol. It's kind of funny but I want to get this to work so I can continue working on my map lol.
Figured it out it's effected by Stats - Maximum count. I had it set at like 9999 so it kept stacking until it hit that number.
I'm looking for people to help me with my map. I would like to do the Terrain first then if the map gets popular start to do custom models and add some doodads and some other stuff I have planned. I'm basically remaking castle fight so PM me if your interested.
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@Jones2412: Go
Awsome thank you I'll fix that right away lol.
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For some reason this trigger is buffing the wrong units >.<
Shield me! (Buff) Events
Unit - Any Unit uses Queen - POWER! at Generic3 - Execute stage (Ignore shared abilities)
Local Variables
Conditions
((Unit type of (Triggering ability target unit)) Shields Maximum) == 0.0
And
Conditions
((Unit type of (Triggering ability target unit)) Shields Maximum) <= 100.0
Actions
Unit - Set (Triggering ability target unit) Maximum Shields to 100.0
Unit - Set (Triggering ability target unit) Shields to 100.0
It's the queen transfusion ability and I have it set to exclude enemies so there should be no reason to be why it would be cast on my enemies.
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@Jones2412: Go
Yeah. It's kinda of like a remake of castle fight. Where buildings in a base can have abilities that can be offensive or defensive so I kinda need them to auto-cast without them having like a 5 minute delay on them.
As for the wacky trigger you were looking at. I want it to basically be if the target has a shield to give it additional shields and if the target doesn't have any shields or less then 100 shields then to give them 100 shield.
I figured out what was going on. Apparently the Buildings can't turn to target the enemy ( I don't get it either.) So because they are not looking in that direction they could never cast. Thanks for trying to help though ^.^
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I'll take a look at it in a minute I'm not surprised I managed to screw it up.
What I had actually had the problem with was the ability that needs to be cast not auto casting. If you load up the map now the Void Bullet ability is attached to a building with auto-cast on and it starts with like 10-11 energy and it'll go up to 50 without it ever casting thats like 2 or 3 minutes of game time. I just want to know what the delay is from so I can fix it.
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I'll post the map it would be easier.
I have to one that is called POWER! (don't ask) and another that is called "Void Bullet".
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@b0ne123: Go
I tried that it didn't work for some reason all of the auto-cast abilities on my map have a delay so long they never get auto-cast.
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I have the ability set to auto cast then it either doesn't or it takes so long that it I never see it happen any idea how to fix this?
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Does anyone know how this works? If I add any kind of bonus to the move speed on a behavior I get a zoom zoom zoom effect where the units move at an unbelievable speed and if you click on another unit sometimes they bounce back and forth over it or do this weird circular patrol. It's kind of funny but I want to get this to work so I can continue working on my map lol.
Figured it out it's effected by Stats - Maximum count. I had it set at like 9999 so it kept stacking until it hit that number.
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I'm trying to get some of my units to cloak after I send them an attack to region order but it's not working properly.
I have the cloak set so that they are invisible only when they are attacking.
Here is what I have for actions.
Unit - Order (Created unit) to (Banshee - Assassin Cloak) (After Existing Orders)
Unit - Order (Created unit) to ( Attack targeting (Center of Attack to team 1)) (Before Existing Orders)
I've tried putting in all sorts of wait commands the only thing I can think of else to do would be to modify the behavior remove validator.
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I'm looking for people to help me with my map. I would like to do the Terrain first then if the map gets popular start to do custom models and add some doodads and some other stuff I have planned. I'm basically remaking castle fight so PM me if your interested.
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How would I give a unit like an Immortal and AOE death damaging effect like a banling?
Right well I finally figured it out.
Add Behavior (Player)
Unit - Add 1 Baneling - Explode to (Created unit) from player 1
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How would I make a unit do AOE damage like a banling when it dies and still have a normal attack? On say something like an Immortal.
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Whats everyone opinion on doing this by a Behavior/Effect (I have a hard time with these.) Or do it by a trigger?
I know Banlings explode when they die but I'm not sure if that is from the weapon effect or something else.
I just tried to do it with triggers and I don't think you can sorry for the bother.
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@b0ne123: Go
oh ok. I'll try that then and see how it works.
Perfect thank you.
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@b0ne123: Go
The unit is basically trained from a warpgate. Once it's trained I have a Trigger say make 5 hallucinations and attack to point.
Actions Unit - Order (Created unit) to ( Warp In Phoenix) (Before Existing Orders)
Unit - Order (Last created unit) to ( Attack targeting (Center of Attack to team 1)) (After Existing Orders)
Unit - Order (Created unit) to ( Warp In Phoenix) (Before Existing Orders)
Unit - Order (Last created unit) to ( Attack targeting (Center of Attack to team 1)) (After Existing Orders)
Unit - Order (Created unit) to ( Warp In Phoenix) (Before Existing Orders)
Unit - Order (Last created unit) to ( Attack targeting (Center of Attack to team 1)) (After Existing Orders)
Unit - Order (Created unit) to ( Warp In Phoenix) (Before Existing Orders)
Unit - Order (Last created unit) to ( Attack targeting (Center of Attack to team 1)) (After Existing Orders)
Unit - Order (Created unit) to ( Warp In Phoenix) (Before Existing Orders)
Unit - Order (Last created unit) to ( Attack targeting (Center of Attack to team 1)) (After Existing Orders)
Unit - Order (Created unit) to ( Attack targeting (Center of Attack to team 1)) (After Existing Orders)
Warp in phoenix is the ability to copy an interceptor I'm just lazy and didn't want to change the button.