I actually only use the transfusion animation bekause its the only smoke/energy animation i knew of. Do you know some similar animations?
Edit: I got it working using the archon morph animation and the play forever flag. Thanks for your help.
However since i have lots of skills in my map, i would still like to know if there are more animations like the queen transfusion animation, so if you know some please tell me.
I want an ability to play my heroes attack animation when an ability is used. But since the ability can be used by more then 1 hero in my map, i dont want to have the anymation in my heros actor, because i would have to add it to all my heroes actors, and since the map has lots of abilities this would be a lot of work and the heroes main actor would get really messy.
Is there a way to get a animation working that uses a seperate actor for this abilities animation, so that the anymation will be played for every Hero that uses the ability?
You could check out freax tower wars, its published on eu servers and in standart mode its exactly like wmw. If you get tired of the standart gameplay you can choose between lots of modes, to bring extra features like random events, lifesteal or creep buffs into the game.
I want to create an item that blocks incomming damage and throws it back to the attacker. I have done the blocking part with combat damage response. Does anyone know how to do the backthrowing part?
I tried to do it with triggers, but the problem is that if the item blocks the damage i cant detect that damage was done with triggers, so i have no starting point for my "Throwdamageback" trigger.
@ Photoloss
Yes i lift he units up before i apply the force.
For testing purpose i have now modified the hybrid shockwave and set the angle to 180 and target source to casting unit. My problem is that the shockwave now only hits units behind the hero and nor in front of him. Any idea how to fix this?
@DrSuperEvil: Go
can i modiefy the mass of a unit? And how do you increase the magnitude of a force effect, as far as i know it makes no difference if you tipe 1 or 50 in the apply force field in the editor.
As the title says i want to make an ability that pushes away units in front of my hero.
I tried to do it by following this tutorial
I did everything like it works in the ground pound ability in this tutorial beside the part that makes your unit jump.
I have 2 problems:
1) my units are always only pushed away a little and increasing the number of periods of the persistent effect does not help
2) I dont want units in an 360° angle to be pushed away. Only units in front of the hero should be affected. Setting the arc of the search area to 180° does not solve the problem. If i do this the ability sometimes pushes units and sometimes doesnt and i dont understand under what condition it pushes the unit, but its definetly not always pushis units in front of the hero like it should.
I have a problem with my live leech item . I used combat- life leach and typed in 0.2 there for 20% live leach. But it seems that it justs works with the base damage of my hero, so if he has 5 base damage he leeches 1 life, but if i increase the damage with items to lets say 5 +100 damage he still just leeches 1 health and not 21 as he should. And with damage made by abilities it does nothing at all. So my skill that deals 100 damage leeches 0 life.
As the title says i would like to now where to set if the ability automatically selects a target if the cursor is close to it.
The snipe of the Ghost for example does this ( you don't have to click exactly on the target to hit it) the psy storm of the high templar does not (since it has splash) but both are of the type effect target, so there must be a way to change this.
I created am ability which makes the enemy bleed (loose live over time) now I want that you can actually see the bleeding. I would like to create an actor which apply the model of bleeding zerg buildings around the target of the ability. How can I do this? (If you don't understand my question feel free to ask, I don't really know how to explain it better)
0
The standart thorn aura doesnt block the damage. My problem is that you cant throw back damage with triggers if the damage never occured.
0
I Have started working on my map again and still would like to know how this works, so if someone has found out how to do it by now please let me know
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@Photoloss: Go
I actually only use the transfusion animation bekause its the only smoke/energy animation i knew of. Do you know some similar animations?
Edit: I got it working using the archon morph animation and the play forever flag. Thanks for your help. However since i have lots of skills in my map, i would still like to know if there are more animations like the queen transfusion animation, so if you know some please tell me.
0
@Scythe1250: Go
i tried this, but the animation is way to short for me and it looks stupid if you make it play very slow.
How can i make the animation play more then once in a row?
0
I would like to increase the duration of the queens transfusion animation (the one that is showen on the transfused unit). How can i do this?
0
@Darkillusion95: Go
I used this way, it worked perfectly and is really easy and fast to do. Huge Thanks.
0
I want an ability to play my heroes attack animation when an ability is used. But since the ability can be used by more then 1 hero in my map, i dont want to have the anymation in my heros actor, because i would have to add it to all my heroes actors, and since the map has lots of abilities this would be a lot of work and the heroes main actor would get really messy.
Is there a way to get a animation working that uses a seperate actor for this abilities animation, so that the anymation will be played for every Hero that uses the ability?
0
@bloodydrain: Go
You could check out freax tower wars, its published on eu servers and in standart mode its exactly like wmw. If you get tired of the standart gameplay you can choose between lots of modes, to bring extra features like random events, lifesteal or creep buffs into the game.
0
I want to create an item that blocks incomming damage and throws it back to the attacker. I have done the blocking part with combat damage response. Does anyone know how to do the backthrowing part? I tried to do it with triggers, but the problem is that if the item blocks the damage i cant detect that damage was done with triggers, so i have no starting point for my "Throwdamageback" trigger.
0
@ Photoloss Yes i lift he units up before i apply the force. For testing purpose i have now modified the hybrid shockwave and set the angle to 180 and target source to casting unit. My problem is that the shockwave now only hits units behind the hero and nor in front of him. Any idea how to fix this?
@DrSuperEvil: Go can i modiefy the mass of a unit? And how do you increase the magnitude of a force effect, as far as i know it makes no difference if you tipe 1 or 50 in the apply force field in the editor.
0
As the title says i want to make an ability that pushes away units in front of my hero. I tried to do it by following this tutorial I did everything like it works in the ground pound ability in this tutorial beside the part that makes your unit jump.
I have 2 problems: 1) my units are always only pushed away a little and increasing the number of periods of the persistent effect does not help 2) I dont want units in an 360° angle to be pushed away. Only units in front of the hero should be affected. Setting the arc of the search area to 180° does not solve the problem. If i do this the ability sometimes pushes units and sometimes doesnt and i dont understand under what condition it pushes the unit, but its definetly not always pushis units in front of the hero like it should.
0
I have a problem with my live leech item . I used combat- life leach and typed in 0.2 there for 20% live leach. But it seems that it justs works with the base damage of my hero, so if he has 5 base damage he leeches 1 life, but if i increase the damage with items to lets say 5 +100 damage he still just leeches 1 health and not 21 as he should. And with damage made by abilities it does nothing at all. So my skill that deals 100 damage leeches 0 life.
0
@Kueken531: Go Thank you for your help, I solved the problem.
0
As the title says i would like to now where to set if the ability automatically selects a target if the cursor is close to it. The snipe of the Ghost for example does this ( you don't have to click exactly on the target to hit it) the psy storm of the high templar does not (since it has splash) but both are of the type effect target, so there must be a way to change this.
0
I created am ability which makes the enemy bleed (loose live over time) now I want that you can actually see the bleeding. I would like to create an actor which apply the model of bleeding zerg buildings around the target of the ability. How can I do this? (If you don't understand my question feel free to ask, I don't really know how to explain it better)