Lock-picking doesn't have to be binary (ditto computers). Hacking could be an ability to change the energy amount (or life amount, or shield amount) of the computer/lock, so that adept hackers could deplete a computer's energy quickly and lessen their chances of being caught. Or, hacking a computer could be a channeling spell that gives you shared control with the computer (or door), and in the command card for the computer/door would be different sets of abilities which could either be: a) usable a bit like a SysShock2 puzzle game, or have different abilities that require different skill levels as validators. Level 3 can disable a turret in the command card, but cannot give you control...or whatever.
Also, instead of nano-bots, you could have a zealot-like teleportation system that teleports your character when he is really injured, including his equipment. I think people are likely to load/save in a single player, so having an established number of lives is moot, but if you want the teleport suit has special energy cells, and you have access to three, but maybe there are more out there...
I have been trying to create an effect that kicks in when a unit runs out of energy, but trouble has ensued (!!). Basically, it will make the unit move and attack slower until its energy is topped up again.
What I tried to do: make a buff that periodically checks a validator and then applies a behaviour if the validator returns true.
My behaviour was a buff: Combat - modification (change attack speed and movement speed, decrease by 50%)
The validator was in the effect: apply behaviour and was a Unit Compare Vitals validator to check if the unit had less than 1 energy.
So it goes buff (always on, checks periodically), effect (check validator), apply behaviour (movement decrease)
When it became confusing, I tried placing the validator at different places (changing it when appropriate to reflect the negative/positive check)
The results: no matter what, the movement speed is always decreased, even if the buff doesn't show. This is strange to me as it is in the same buff as the weapon speed decrease, and yet the weapon speed decrease was not always applied.
The buff itself (which I gave an X symbol to test it) would either appear all the time (when the unit had energy as well as when it didn't), none of the time, or, once, the reverse to what I wanted (on when the unit had energy and off when it didn't).
I've spent some time on it, and I don't know what sort of validator I need in order to get it apply the buff when the unit has no energy and unapply it when the unit has 1 or more energy.
Thankyou for the swift response. It took me a while to figure out what I was doing differently that made my effects not want to appear in the drop-down list, but I now believe the difference is that,
in the tutorial a NEW effect was created and given the effect type (e.g. 'buff' or 'search area')
in my example I actually found the basic effect ('buff', etc.) and DUPLICATED it.
Maybe the ID for the duplicated effect does not show separately in the drop-down list?
Hi everyone who already lives here. I hope this is both easy to answer and not already answered somewhere where I didn't find it, just to be less annoying.
I am trying to make a simple ability much like the Fountain of Mana/Fountain of Health ability in WC3, that heals and re-powers nearby units.
So far I have put together:
a 'search area' effect, so the 'fountain' will check in a 360 degree radius about itself
a 'set' effect, so that the ability triggers two different effects
two 'modify unit' effects, one for health and one for energy.
I feel like I have all the jigsaw pieces, but I cannot put them together, because I cannot select my custom effects from the drop-down list available when I wish to choose what effects the search area or set effect trigger.
0
Lock-picking doesn't have to be binary (ditto computers). Hacking could be an ability to change the energy amount (or life amount, or shield amount) of the computer/lock, so that adept hackers could deplete a computer's energy quickly and lessen their chances of being caught. Or, hacking a computer could be a channeling spell that gives you shared control with the computer (or door), and in the command card for the computer/door would be different sets of abilities which could either be: a) usable a bit like a SysShock2 puzzle game, or have different abilities that require different skill levels as validators. Level 3 can disable a turret in the command card, but cannot give you control...or whatever.
Also, instead of nano-bots, you could have a zealot-like teleportation system that teleports your character when he is really injured, including his equipment. I think people are likely to load/save in a single player, so having an established number of lives is moot, but if you want the teleport suit has special energy cells, and you have access to three, but maybe there are more out there...
0
Hi guys,
I have been trying to create an effect that kicks in when a unit runs out of energy, but trouble has ensued (!!). Basically, it will make the unit move and attack slower until its energy is topped up again.
What I tried to do: make a buff that periodically checks a validator and then applies a behaviour if the validator returns true. My behaviour was a buff: Combat - modification (change attack speed and movement speed, decrease by 50%) The validator was in the effect: apply behaviour and was a Unit Compare Vitals validator to check if the unit had less than 1 energy. So it goes buff (always on, checks periodically), effect (check validator), apply behaviour (movement decrease) When it became confusing, I tried placing the validator at different places (changing it when appropriate to reflect the negative/positive check)
The results: no matter what, the movement speed is always decreased, even if the buff doesn't show. This is strange to me as it is in the same buff as the weapon speed decrease, and yet the weapon speed decrease was not always applied.
The buff itself (which I gave an X symbol to test it) would either appear all the time (when the unit had energy as well as when it didn't), none of the time, or, once, the reverse to what I wanted (on when the unit had energy and off when it didn't).
I've spent some time on it, and I don't know what sort of validator I need in order to get it apply the buff when the unit has no energy and unapply it when the unit has 1 or more energy.
Any ideas?
0
Thankyou for the swift response. It took me a while to figure out what I was doing differently that made my effects not want to appear in the drop-down list, but I now believe the difference is that,
in the tutorial a NEW effect was created and given the effect type (e.g. 'buff' or 'search area')
in my example I actually found the basic effect ('buff', etc.) and DUPLICATED it.
Maybe the ID for the duplicated effect does not show separately in the drop-down list?
Thanks again.
0
Hi everyone who already lives here. I hope this is both easy to answer and not already answered somewhere where I didn't find it, just to be less annoying.
I am trying to make a simple ability much like the Fountain of Mana/Fountain of Health ability in WC3, that heals and re-powers nearby units.
So far I have put together: a 'search area' effect, so the 'fountain' will check in a 360 degree radius about itself a 'set' effect, so that the ability triggers two different effects two 'modify unit' effects, one for health and one for energy.
I feel like I have all the jigsaw pieces, but I cannot put them together, because I cannot select my custom effects from the drop-down list available when I wish to choose what effects the search area or set effect trigger.
Am I missing something simple?