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    posted a message on (Solved) -life leech aura stacking into +life leech
    Quote from DrSuperEvil: Go

    if you are applying it faster than the duration runs out it will start to stack. Some flags can also cause reapplication of the buff to refresh/extend the duration. Use the modify vitals fields to be able to visualize stack numbers.

    i know this is old but i had a similar problem with leech in general and wanted to know what you meant by "Use the modify vitals fields to be able to visualize stack numbers." and where i would find this at it would be a great asset to debug errors

    also the only way i found to have a working leech with data without overflow is by adding the behavior directly to the unit and turning it on/off with requirements/vaildators depending on what type of ability your using

    Posted in: Data
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    posted a message on Item usable while stunned

    hmm i was afraid of that

    but i found something odd in my testing with a single ability

    it's a custom carrier when this ability is disabled the interceptors are destroyed but if the unit is stunned there's find leading me to believe that the ability is still active or paused like with a .0001 timescale

    Ability type is Arm Magazine and it's just one the unit not a ability that can be turned off or on

    so this leads me to another question what exactly happen with a unit has "stun" flag that can be reproduced with the exclusion of a single ability

    or is there a way to have a unit under stun and still use a ability?

    Posted in: Data
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    posted a message on Item usable while stunned

    wish that would work but our inventory items are movable with no set slot for any item and there all hotkeyed so clicking wouldn't work

    Posted in: Data
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    posted a message on Item usable while stunned

    seeing as im working on the same exact thing can we bump this please

    no really we used a workaround but it's causing bugs

    only thing i can think of is going 1 by 1 and disabling certain all ability's excluding my stun remover

    so ill ask the question another way is there a way to stun a unit but exclude a ability from the stun?

    and no using ability classes won't work in this case

    Posted in: Data
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    posted a message on [request] a copy of the hotshots map
    Quote from SoulTaker916: Go

    Go find and ask the author. This thread is unethical.

    i would if i could find him there sites down as well the games no longer supported if you have a way for me to get in contact with the dev of this map that would be great

    Posted in: General Chat
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    posted a message on [request] a copy of the hotshots map

    im head dev of hero attack 3x and ive been looking into the slinger hero as well as a few more in the hotshots map. if anyone has a copy of the mod that would be great

    thanks for reading akuma

    Posted in: General Chat
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    posted a message on Request for a work around

    some of you might have seen my post on the - life leech aura this is hand in hand with it i need to find a workaround for what im trying to do here ill explain

    i have unit A and i want him to return 10% of damage giving to him in a area of 2 around him where the work around comes into play i can't use a - life leech (there's scaling on life leech in my game) and i can't use a trigger check (too much lagg) any help on ideas would be nice thanks for your time akuma

    Posted in: Data
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    posted a message on (Solved) -life leech aura stacking into +life leech

    i know double post but my skill is not fixed another minor problem i over looked was the count of behaviors removed mine was 0

    Posted in: Data
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    posted a message on (Solved) -life leech aura stacking into +life leech

    on the ability theirs a behavior and on the behavior there a effect periodic (0.500) search area the areas effect (had the period of 0.600) is apply behavior for - life leech (use duration flag was NOT marked )

    i had no duration on the behavior so my expire effect did not trigger because the behavior never expired

    ....thank you ive found my problem but ill leave this here in case some else has a similar problem so they can see how i fixed it

    some times you just over look the small things

    Posted in: Data
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    posted a message on (Solved) -life leech aura stacking into +life leech

    im using Expire Effect here's a copy as text of the Field

    Field Armor - Negative life leech level 1 Shield and Life Expire Effect Armor - Negative Life leach level 1 Remove

    Posted in: Data
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    posted a message on (Solved) -life leech aura stacking into +life leech

    thank you for your time, i have another question if you don't mind i have it set up to remove the behavior when the duration is over do you know why the behavior is not being removed? i can see now there's there's 2 part's to the bug im having

    Posted in: Data
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    posted a message on (Solved) -life leech aura stacking into +life leech

    well as much as it pain's me i need help getting this to work the ability seems to be stacking behaviors for -life leech untill they reach such a - point they become + life leech that i permanently on the unit ill explain how i have this ability set up in hero attack and provide xml code as well

    unit A (ultra) has Chitinous Plating Level 1/2/3 Gives the ultralisk hero +0.75/1.5/2.25 armor and returns 10%/20%/30% of non-spell damage to enemy units within a distance of 2. Unit bellow 7% health receive no damage.

    unit B is any attacking unit within range 2 of unit A there are 3 levels to this ability unit A and unit B do not die they only become hidden when life hit's 0 When unit B is exposed to unit A's aura over the battle for a long period of time unit B gains + life leech with a very high % this leads me to believe that unit A's aura is stacking on unit B and going so far - it becomes +

    thanks for your time

    akuma

        <CAbilBehavior id="ChitinousPlating">
            <EditorCategories value="Race:Zerg,AbilityorEffectType:Units"/>
            <CmdButtonArray index="On" DefaultButtonFace="ChitinousPlatingLevel1"/>
            <Flags index="AutoCast" value="1"/>
            <Flags index="AutoCastOn" value="1"/>
            <Flags index="ToggledOn" value="1"/>
            <Flags index="Transient" value="1"/>
            <BehaviorArray value="DamageReflectionPassiveLevel1"/>
            <BehaviorArray value="DamageReflectionPassiveLevel2"/>
            <BehaviorArray value="DamageReflectionPassiveLevel3"/>
        </CAbilBehavior>
    
    
        <CBehaviorBuff id="DamageReflectionPassiveLevel1">
            <InfoFlags index="Hidden" value="1"/>
            <InfoIcon value="Assets\Textures\btn-upgrade-zerg-chitinousplating.dds"/>
            <Requirements value="ArmorDamageReflectionLevel1"/>
            <Period value="0.5"/>
            <PeriodicEffect value="Periodicsearch"/>
            <Modification LifeArmorBonus="0.75"/>
        </CBehaviorBuff>
        <CBehaviorBuff id="DamageReflectionPassiveLevel2">
            <InfoFlags index="Hidden" value="1"/>
            <InfoIcon value="Assets\Textures\btn-upgrade-zerg-chitinousplating.dds"/>
            <Requirements value="ArmorDamageReflectionLevel2"/>
            <Period value="0.5"/>
            <PeriodicEffect value="Periodicsearch2"/>
            <Modification LifeArmorBonus="1.5"/>
        </CBehaviorBuff>
        <CBehaviorBuff id="DamageReflectionPassiveLevel3">
            <InfoFlags index="Hidden" value="1"/>
            <InfoIcon value="Assets\Textures\btn-upgrade-zerg-chitinousplating.dds"/>
            <Requirements value="ArmorDamageReflectionLevel3"/>
            <Period value="0.5"/>
            <PeriodicEffect value="Periodicsearch22"/>
            <Modification LifeArmorBonus="2.25"/>
        </CBehaviorBuff>
    
    
    
        <CBehaviorBuff id="Negativelifeleechlevel1ShieldandLife">
            <InfoFlags index="Hidden" value="1"/>
            <InfoIcon value="Assets\Textures\con5_red.dds"/>
            <EditorCategories value="AbilityorEffectType:Units"/>
            <DisableValidatorArray value="Notbellow30damage"/>
            <BuffFlags index="RefreshStack" value="1"/>
            <ExpireEffect value="NegativeLifeleachlevel1Remove"/>
            <Modification>
                <VitalDamageLeechArray index="Life">
                    <KindArray index="Melee" value="-0.1"/>
                    <KindArray index="Ranged" value="-0.1"/>
                    <KindArray index="Splash" value="-0.1"/>
                </VitalDamageLeechArray>
                <VitalDamageLeechArray index="Shields">
                    <KindArray index="Melee" value="-0.1"/>
                    <KindArray index="Ranged" value="-0.1"/>
                    <KindArray index="Splash" value="-0.1"/>
                </VitalDamageLeechArray>
            </Modification>
        </CBehaviorBuff>
        <CBehaviorBuff id="Negativelifeleechlevel2ShieldandLife">
            <Cost>
                <Charge Link="Behavior/ArmorNegativelifeleechlevel1"/>
                <Cooldown Link="Behavior/ArmorNegativelifeleechlevel1"/>
            </Cost>
            <InfoFlags index="Hidden" value="1"/>
            <InfoIcon value="Assets\Textures\bluestarflash.dds"/>
            <EditorCategories value="AbilityorEffectType:Units"/>
            <DisableValidatorArray value="Notbellow30damage"/>
            <BuffFlags index="RefreshStack" value="1"/>
            <ExpireEffect value="NegativeLifeleachlevel2Remove"/>
            <Modification>
                <VitalDamageLeechArray index="Life">
                    <KindArray index="Melee" value="-0.2"/>
                    <KindArray index="Ranged" value="-0.2"/>
                    <KindArray index="Splash" value="-0.2"/>
                </VitalDamageLeechArray>
                <VitalDamageLeechArray index="Shields">
                    <KindArray index="Melee" value="-0.2"/>
                    <KindArray index="Ranged" value="-0.2"/>
                    <KindArray index="Splash" value="-0.2"/>
                </VitalDamageLeechArray>
                <DeathResponse>
                    <Cost>
                        <Charge Link="Behavior/ArmorNegativelifeleechlevel1"/>
                        <Cooldown Link="Behavior/ArmorNegativelifeleechlevel1"/>
                    </Cost>
                </DeathResponse>
            </Modification>
            <DamageResponse>
                <Cost>
                    <Charge Link="Behavior/ArmorNegativelifeleechlevel1"/>
                    <Cooldown Link="Behavior/ArmorNegativelifeleechlevel1"/>
                </Cost>
            </DamageResponse>
        </CBehaviorBuff>
        <CBehaviorBuff id="Negativelifeleechlevel3ShieldandLife">
            <Cost>
                <Charge Link="Behavior/ArmorNegativelifeleechlevel1"/>
                <Cooldown Link="Behavior/ArmorNegativelifeleechlevel1"/>
            </Cost>
            <InfoFlags index="Hidden" value="1"/>
            <InfoIcon value="Assets\Textures\aoe_splatterran2_green.dds"/>
            <EditorCategories value="AbilityorEffectType:Units"/>
            <DisableValidatorArray value="Notbellow30damage"/>
            <BuffFlags index="RefreshStack" value="1"/>
            <ExpireEffect value="NegativeLifeleachlevel3Remove"/>
            <Modification>
                <VitalDamageLeechArray index="Life">
                    <KindArray index="Melee" value="-0.3"/>
                    <KindArray index="Ranged" value="-0.3"/>
                    <KindArray index="Splash" value="-0.3"/>
                </VitalDamageLeechArray>
                <VitalDamageLeechArray index="Shields">
                    <KindArray index="Melee" value="-0.3"/>
                    <KindArray index="Ranged" value="-0.3"/>
                    <KindArray index="Splash" value="-0.3"/>
                </VitalDamageLeechArray>
                <DeathResponse>
                    <Cost>
                        <Charge Link="Behavior/ArmorNegativelifeleechlevel1"/>
                        <Cooldown Link="Behavior/ArmorNegativelifeleechlevel1"/>
                    </Cost>
                </DeathResponse>
            </Modification>
            <DamageResponse>
                <Cost>
                    <Charge Link="Behavior/ArmorNegativelifeleechlevel1"/>
                    <Cooldown Link="Behavior/ArmorNegativelifeleechlevel1"/>
                </Cost>
            </DamageResponse>
        </CBehaviorBuff>
        <CBehaviorBuff id="Negativelifeleechlevel3Shield">
            <Cost>
                <Charge Link="Behavior/ArmorNegativelifeleechlevel1"/>
                <Cooldown Link="Behavior/ArmorNegativelifeleechlevel1"/>
            </Cost>
            <InfoFlags index="Hidden" value="1"/>
            <InfoIcon value="Assets\Textures\aoe_splatterran2_green.dds"/>
            <EditorCategories value="AbilityorEffectType:Units"/>
            <BuffFlags index="RefreshStack" value="1"/>
            <ExpireEffect value="Negativeshieldleachlevel3Remove"/>
            <Modification>
                <VitalDamageLeechArray index="Shields">
                    <KindArray index="Melee" value="-0.3"/>
                    <KindArray index="Ranged" value="-0.3"/>
                    <KindArray index="Splash" value="-0.3"/>
                </VitalDamageLeechArray>
                <DeathResponse>
                    <Cost>
                        <Charge Link="Behavior/ArmorNegativelifeleechlevel1"/>
                        <Cooldown Link="Behavior/ArmorNegativelifeleechlevel1"/>
                    </Cost>
                </DeathResponse>
            </Modification>
            <DamageResponse>
                <Cost>
                    <Charge Link="Behavior/ArmorNegativelifeleechlevel1"/>
                    <Cooldown Link="Behavior/ArmorNegativelifeleechlevel1"/>
                </Cost>
            </DamageResponse>
        </CBehaviorBuff>
        <CBehaviorBuff id="Negativelifeleechlevel2Shield">
            <Cost>
                <Charge Link="Behavior/ArmorNegativelifeleechlevel1"/>
                <Cooldown Link="Behavior/ArmorNegativelifeleechlevel1"/>
            </Cost>
            <InfoFlags index="Hidden" value="1"/>
            <InfoIcon value="Assets\Textures\bluestarflash.dds"/>
            <EditorCategories value="AbilityorEffectType:Units"/>
            <BuffFlags index="RefreshStack" value="1"/>
            <ExpireEffect value="Negativeshieldleachlevel2Remove"/>
            <Modification>
                <VitalDamageLeechArray index="Shields">
                    <KindArray index="Melee" value="-0.2"/>
                    <KindArray index="Ranged" value="-0.2"/>
                    <KindArray index="Splash" value="-0.2"/>
                </VitalDamageLeechArray>
                <DeathResponse>
                    <Cost>
                        <Charge Link="Behavior/ArmorNegativelifeleechlevel1"/>
                        <Cooldown Link="Behavior/ArmorNegativelifeleechlevel1"/>
                    </Cost>
                </DeathResponse>
            </Modification>
            <DamageResponse>
                <Cost>
                    <Charge Link="Behavior/ArmorNegativelifeleechlevel1"/>
                    <Cooldown Link="Behavior/ArmorNegativelifeleechlevel1"/>
                </Cost>
            </DamageResponse>
        </CBehaviorBuff>
        <CBehaviorBuff id="Negativelifeleechlevel1Shield">
            <Cost>
                <Charge Link="Behavior/ArmorNegativelifeleechlevel1"/>
                <Cooldown Link="Behavior/ArmorNegativelifeleechlevel1"/>
            </Cost>
            <InfoFlags index="Hidden" value="1"/>
            <InfoIcon value="Assets\Textures\con5_red.dds"/>
            <EditorCategories value="AbilityorEffectType:Units"/>
            <BuffFlags index="RefreshStack" value="1"/>
            <ExpireEffect value="Negativeshieldleachlevel1Remove"/>
            <Modification>
                <VitalDamageLeechArray index="Shields">
                    <KindArray index="Melee" value="-0.1"/>
                    <KindArray index="Ranged" value="-0.1"/>
                    <KindArray index="Splash" value="-0.1"/>
                </VitalDamageLeechArray>
                <DeathResponse>
                    <Cost>
                        <Charge Link="Behavior/ArmorNegativelifeleechlevel1"/>
                        <Cooldown Link="Behavior/ArmorNegativelifeleechlevel1"/>
                    </Cost>
                </DeathResponse>
            </Modification>
            <DamageResponse>
                <Cost>
                    <Charge Link="Behavior/ArmorNegativelifeleechlevel1"/>
                    <Cooldown Link="Behavior/ArmorNegativelifeleechlevel1"/>
                </Cost>
            </DamageResponse>
        </CBehaviorBuff>
    
    
    
        <CEffectApplyBehavior id="NegativeLifeleach">
            <ValidatorArray index="0" value="Hasshieldlowerthen10"/>
            <EditorCategories value=""/>
            <Behavior value="Negativelifeleechlevel1ShieldandLife"/>
            <Flags index="UseDuration" value="1"/>
            <Duration value="0.6"/>
        </CEffectApplyBehavior>
        <CEffectApplyBehavior id="NegativeLifeleach2">
            <ValidatorArray index="0" value="Hasshieldlowerthen10"/>
            <EditorCategories value=""/>
            <Behavior value="Negativelifeleechlevel2ShieldandLife"/>
            <Flags index="UseDuration" value="1"/>
            <Duration value="0.6"/>
        </CEffectApplyBehavior>
        <CEffectApplyBehavior id="NegativeLifeleach3">
            <ValidatorArray index="0" value="Hasshieldlowerthen10"/>
            <EditorCategories value=""/>
            <Behavior value="Negativelifeleechlevel3ShieldandLife"/>
            <Flags index="UseDuration" value="1"/>
            <Duration value="0.6"/>
        </CEffectApplyBehavior>
        <CEffectRemoveBehavior id="NegativeLifeleachlevel1Remove">
            <EditorCategories value=""/>
            <BehaviorLink value="Negativelifeleechlevel1ShieldandLife"/>
            <Count value="5"/>
        </CEffectRemoveBehavior>
        <CEffectRemoveBehavior id="Negativeshieldleachlevel1Remove">
            <EditorCategories value=""/>
            <BehaviorLink value="Negativelifeleechlevel1Shield"/>
            <Count value="5"/>
        </CEffectRemoveBehavior>
        <CEffectRemoveBehavior id="Negativeshieldleachlevel2Remove">
            <EditorCategories value=""/>
            <BehaviorLink value="Negativelifeleechlevel2Shield"/>
            <Count value="5"/>
        </CEffectRemoveBehavior>
        <CEffectRemoveBehavior id="NegativeLifeleachlevel2Remove">
            <EditorCategories value=""/>
            <BehaviorLink value="Negativelifeleechlevel2ShieldandLife"/>
            <Count value="5"/>
        </CEffectRemoveBehavior>
        <CEffectRemoveBehavior id="NegativeLifeleachlevel3Remove">
            <EditorCategories value=""/>
            <BehaviorLink value="Negativelifeleechlevel3ShieldandLife"/>
            <Count value="5"/>
        </CEffectRemoveBehavior>
        <CEffectRemoveBehavior id="Negativeshieldleachlevel3Remove">
            <EditorCategories value=""/>
            <BehaviorLink value="Negativelifeleechlevel3Shield"/>
            <Count value="5"/>
        </CEffectRemoveBehavior>
        <CEffectEnumArea id="Periodicsearchlevel1">
            <EditorCategories value=""/>
            <ImpactLocation Value="TargetUnit"/>
            <ExcludeArray/>
            <SearchFilters value="-;Player,Ally,Neutral,RawResource,HarvestableResource,Missile,Item,Stasis,Dead,Invulnerable"/>
            <AreaArray Radius="2" Effect="NegativeLifeleach"/>
            <AreaArray Radius="2" Effect="NegativeShieldLeachlevel1"/>
        </CEffectEnumArea>
        <CEffectEnumArea id="Periodicsearchlevel2">
            <EditorCategories value=""/>
            <ImpactLocation Value="TargetUnit"/>
            <ExcludeArray/>
            <SearchFilters value="-;Player,Ally,Neutral,RawResource,HarvestableResource,Missile,Item,Stasis,Dead,Invulnerable"/>
            <AreaArray Radius="2" Effect="NegativeLifeleach2"/>
            <AreaArray Radius="2" Effect="NegativeShieldLeachlevel2"/>
        </CEffectEnumArea>
        <CEffectEnumArea id="Periodicsearchlevel3">
            <EditorCategories value=""/>
            <ImpactLocation Value="TargetUnit"/>
            <ExcludeArray/>
            <SearchFilters value="-;Player,Ally,Neutral,RawResource,HarvestableResource,Missile,Item,Stasis,Dead,Invulnerable"/>
            <AreaArray Radius="2" Effect="NegativeLifeleach3"/>
            <AreaArray Radius="2" Effect="NegativeShieldLeachlevel3"/>
        </CEffectEnumArea>
        <CEffectApplyBehavior id="NegativeShieldLeachlevel1">
            <EditorCategories value=""/>
            <Behavior value="Negativelifeleechlevel1Shield"/>
            <Flags index="UseDuration" value="1"/>
            <Duration value="0.6"/>
        </CEffectApplyBehavior>
        <CEffectApplyBehavior id="NegativeShieldLeachlevel2">
            <ValidatorArray index="0" removed="1"/>
            <EditorCategories value=""/>
            <Behavior value="Negativelifeleechlevel2Shield"/>
            <Flags index="UseDuration" value="1"/>
            <Duration value="0.6"/>
        </CEffectApplyBehavior>
        <CEffectApplyBehavior id="NegativeShieldLeachlevel3">
            <ValidatorArray index="0" removed="1"/>
            <EditorCategories value=""/>
            <Behavior value="Negativelifeleechlevel3Shield"/>
            <Flags index="UseDuration" value="1"/>
            <Duration value="0.6"/>
        </CEffectApplyBehavior>
    
    Posted in: Data
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    posted a message on Hero Attack 3X.

    I would like to open a discussion about hero attack to see what people outside of my site think about this 10 ten running game for over 2 years now so feedback please people

    Posted in: Map Feedback
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    posted a message on Game randomly drops a lot of players, freezed loading screen...

    @SoulTaker916: Go akuma here lead dev for Hero Attack 3X. do you use teams 14 (mod) ?

    Posted in: General Chat
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    posted a message on Editing an Actor's Events - Events + (Morphing)

    here i just went thu the same thing http://forums.sc2mapster.com/development/data/11027-morphing-a-unit-data/#posts that's my fourm feel free to ask me question's ill help you with what i know

    Posted in: Data
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