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    posted a message on Armor Used as HP

    I have been working on changing the nature of armor from a damage reduction system to a secondary Hp for armored units.

    What I did:

    - I set the Armor Reduction to 100 on most weapons

    - I set a unit's armor to 50

    - I set a behavior that removes 1 armor per attack that can stack 50 times

    The Effect:

    The unit will progressively lose armor until it no longer has any then it will take damage. The behavior can be removed via a secondary ability effectively "Healing" the target.

    The Problem:

    When I want different armor rates, the armor debuff will stack past the actual armor amount of the unit.

    For example; Lets say I have a unit with 25 armor but the debuff cap is at 50; The unit will continue to get an armor debuff past 0 which then starts to amplify damage.

    Help:

    Is there any way I can cap the armor lost without triggers.

    Posted in: Data
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    posted a message on Vampire Vs. Human

    Make the Vampires and Humans Playable RTS Races. (I know it doesn't fit with the Original Idea but as a map maker that adds additional races to the melee genre ladder style game play I would like to see that) I suggest a simple two race schematic instead of three. Add in a hero type for both, similar to the warcraft III style hero and call it a blood match.

    Posted in: Map Suggestions/Requests
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    posted a message on [Request] Need info or a modeler, Unprecedented custom that requires a lot of work

    @Taintedwisp: Go

    Although I agree with the statement that more races dilutes the overall gaming experiences, but as this is just a custom, I doubt blizzard will pay much attention to it. So no fear of changing the ladder per say. I go with Blizzard standards on customs, I post an Alpha, Beta, and the finished product when it is ready and not in any time frame, I go for quality not speed. As seen with my fourth addition people liked the idea and thought with more work it could be ladder worthy; To say the least I am not about to throw 20 new races with 1 unit per race, I fully intend to make fully initiated races with their own strategies, spells, unit combinations, economy boosts, and other unique aspects to each race that coincide with the mass effect genre. Ambitious? Hell yeah it is, but you know, DOTA wasn't made in 1 day. I don't expect to finish this tomorrow or the day after, it will take a lot of work but it would be well worth the effort.

    Posted in: Team Recruitment
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    posted a message on [Request] Need info or a modeler, Unprecedented custom that requires a lot of work

    @ScQuebec: Go

    I'd be very thankful for any help, I am about to start on it actually and I am putting together all the ideas needed. It's a huge project and I hope you are up for it. My other Custom Race, (The Infested) came out beautifully as expected, but more importantly it gave me an idea on where to take this in terms of actually making new races.

    Posted in: Team Recruitment
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    posted a message on [Request] Need info or a modeler, Unprecedented custom that requires a lot of work

    @IggNight: Go

    Thanks for the Tutorial, I'll take a look deeper into it. If I am doing this project by myself I will have to start in the Winter instead of right away. That way I can devote all my time to the project.

    Posted in: Team Recruitment
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    posted a message on Problems with Neural parasite

    Try changing the target filters. Change them in the data editor so that it can attack buildings

    Posted in: Data
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