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Karawasa

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Everything posted by Karawasa

  1. Everything seems to be working, except for the damage part still. Allow me to elaborate. I tested it, and it did add damage. But it wasn't double damage. The tower I was testing with did 9 damage to creeps, taking into account armor etc. When the creep was frozen, it would take 12 damage when attacked. Should have been 18 though.
  2. Alright, here is what is wrong. call TriggerRegisterEnterRectSimple(trig,bj_mapInitialPlayableArea) Remember the problem we were having with the damage detection engine? Units that come into play via an upgrade do not count as entering the map it appears. Also, I tested it in your map, looks slick. But, the dummy unit is doing the kills. Essentially, credit for the kills needs to go to the tower, so that the player gets the appropriate bounty, and other triggers (like when to end the level) fire.
  3. He replied, check it out.
  4. Not really worried about it, it crashed for me the first time, so I tested it like 5 times again without a crash. Moved to completed.
  5. Weird, alright, I will copy everything from the map directly.
  6. Alright, this should be the last thing needed for towers. This will also probably be super easy for you. Basically, it is for the blink spell I am making for towers. The problem, is that when I have more than one tower selected, and I order them all to blink to a spot, only one moves and the others don't do anything. All of them have cooldown activated, so all the dummy abilities are firing. This really defeats the purpose of the blink spell, because the idea is to be able to select all of your blink towers and move them around. Here is the code: Teleport Events Unit - A unit Starts the effect of an ability Conditions (Ability being cast) Equal to Teleport Or - Any (Conditions) are true Conditions (Unit-type of (Casting unit)) Equal to Vanishing Tower (Unit-type of (Casting unit)) Equal to Ephemeral Tower (Unit-type of (Casting unit)) Equal to Fleeting Tower (Terrain type at (Target point of ability being cast)) Not equal to Cityscape - Black Marble (Terrain type at (Target point of ability being cast)) Not equal to Ashenvale - Vines (Terrain type at (Target point of ability being cast)) Not equal to Ashenvale - Rock Actions Custom script: local location udg_Temp_Point Set Temp_Point = (Target point of ability being cast) Wait 0.01 seconds Unit - Move (Casting unit) instantly to Temp_Point Custom script: call RemoveLocation(udg_Temp_Point) Set Temp_Point = (Position of (Casting unit)) Special Effect - Create a special effect at Temp_Point using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl Special Effect - Destroy (Last created special effect) Custom script: call RemoveLocation(udg_Temp_Point)
  7. Alright, hopefully it works. I PMed phyrex1an, and asked him to explain his "node tree," idea.
  8. Will test tomorrow, thanks.
  9. Will test tomorrow, thanks for getting it done.
  10. Still appears to do nothing, and I have the rawcodes right.
  11. Seems to be working good, nice work. One time I was testing it, and the game crashed without an error. But I can't seem to get it to happen again. Any ideas about that, if not, I'll move it to completed.
  12. Just as I feared, they do not work together. The first one takes precedence, then the other one does not work. I modified your spell, so that it works with Shadow Strike instead.
  13. Edit: Could this somehow work with a passive ability? I was hoping to base the slow off of poison attack (I think there is a non-orb way of doing it, since Naix has it and can use orbs). There would be 3 levels of poison attack, but the duration would always be the same. Basically, when a unit is attacked, if the attacking unit has this passive, then make the attacked creep take X1/X2/X3% more damage (depending on level of ability) for X seconds.
  14. By the way, there is another tower that uses Acid Bomb. If both of these towers are in play, what happens?
  15. Can you do it for this trigger too? It is vulnerable to stop spam abuse. Instant Death Events Unit - A unit Is attacked Conditions ((Attacked unit) is An Ancient) Equal to False (Level of Instant Death (Triple) for (Attacking unit)) Greater than 0 Actions Set Death_Int[1] = (Integer((2500.00 x (Power(5.00, ((Real((Level of Instant Death (Triple) for (Attacking unit)))) - 1.00)))))) If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Random real number between 0.00 and 100.00) Less than or equal to ((Real(Death_Int[1])) / (((Life of (Attacked unit)) + 1.00) / 100.00)) Then - Actions Special Effect - Create a special effect attached to the origin of (Attacked unit) using Objects\Spawnmodels\Undead\UndeadDissipate\UndeadDissipate.mdl Special Effect - Destroy (Last created special effect) Unit - Cause (Attacking unit) to damage (Attacked unit), dealing ((Life of (Attacked unit)) x 100.00) damage of attack type Spells and damage type Normal Else - Actions
  16. Karawasa

    A weird imbalance?

    The solution has already been implemented, and that is to not start interest until after picking/voting is over.
  17. That is true, but I see no reason to build in that initial period. After "voting ends," you have another 25 seconds to fiddle around. I don't imagine you need more time than that. Besides, why would you want to build right away, if you wait until 10 seconds before the game starts, you can get an extra 1 gold from interest unless you are below normal.
  18. EVENT_PLAYER_UNIT_SPELL_FINISH Fixes it.
  19. Normal is the default. I have decided to make them all 5/5/5/5/5 for a total of 25 seconds. Keep in mind 3.0 circle system always took 20 seconds before countdown for level 1 started. The additional 5 seconds can be attributed to the additional randomness option.
  20. There are some good reasons to not make it so that all difficulties spawn 30 creeps, mainly, with extra cash VE players can spam other players even more. However, if you think otherwise, please do share. I suppose we will have to try out the new towers before deciding for certain whether the game difficulty needs a hike globally. As stated, the factor is 1.1666, I think that 1.17 would be a nice balance. The difficulty is probably a little lower than optimal, so a slight increase might be in order. Remember, the increase in factor becomes more and more significant as you get closer to the end of the game. As for the timings, looking back it seems what I proposed was too high. Perhaps 21/18/15/12/9? Is 6 seconds (currently) enough time for VH players?
  21. Karawasa

    clay tower icon

    Some questions are better left unasked.
  22. The fact is, they just pulled a color out of there ass and named it something somewhat common.
  23. Karawasa

    DotA

    Cataras is right, that only happens in public games. Go to a private channel/league and you won't encounter that. However, you will find a bunch of assholes.
  24. I liked Ryoko TD before I discovered Element.
  25. Karawasa

    Nature Sig

    These should turn out nice when you get a chance.
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