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Everything posted by Karawasa
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Don't need to make it work with a passive, only one type of creep will have this. So a unit rawcode would be fine.
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Looking at the current system, I don't know if there is any point in giving emjlr3 more work to make hotkeys. Lets take player voting, there is the difficulty dialog, the random dialog, the hero dialog, the chaos dialog, and the extreme dialog. Timing currently is 7.5/5/5/5/5 seconds of showtime for a total of 27.5 seconds. So, even if you are super fast and click right away, you will be waiting for the time for the dialog to expire to see the next one.
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I apologize, I felt it wasn't in the spirit of the thread. The first part of your post was a response to Hyper if I remember, and leaving it, but not allowing Hyper a response isn't fair either.
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Alright, after a few hours of triggering, I have finally completed the new system. I must say, this is pretty spiffy. I don't see a reason to do the wisp/builder idea, Sancdar put it quite well.
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Yes, it is. Some laser model I found.
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I lied...it detects the attack and charges up the ability fine. But when I cast the ability, nothing happens, and it just goes back to level 1. I've checked the ability and all fields are as they should be. In case you are wondering, I am using a fan of knives ability.
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Doesn't seem to be doing anything....and I've checked and rechecked rawcodes.
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Doesn't do anything...I've checked and rechecked rawcodes.
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Doesn't work now, checked and rechecked rawcodes.
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Alright, that is fine. I was thinking this spell is too ambitious for a dual tower anyway. I'll just make it a chain lightning where the damage goes up instead of down.
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When the unit is attacked, the speed reduction is not removed. Additionally, if the unit is attacked, when the timer normally would expire (say 5 seconds) the effect is recreated only to be destroyed. Also, the damage doubling/tripling is not working.
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That is very true about possession, which concerns me (i.e. it might not make it). As for network, every action causes network activity, so not ordering the units since it is not needed saves some bandwidth on BNET. Looking forward to it, thanks.
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Perfect, moved to completed.
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Is there anyway to make it prevent splash damage?
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Hopefully the initializer works, otherwise who knows. Anyway, looking forward to updated version. Thanks
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Works like a charm. Nice work.
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Works like a charm. After a discussion with Cisz though, we have decided that no tower should truly be a disable for the balance of the game. Thus, and I hate how this comes after it is coded, but can you make it so that instead of pausing and unpausing, it sets the units movement speed to 100 (the minimum) and then back? If we do this, then could you also remove the part about ordering the unit, since that is a network consuming task that isn't needed. Thanks.
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That discussion isn't really continuing in the dev-team forums. What we are discussing is mainly two things, whether to increase the HP of creeps for global game difficulty increase, and what to do with time in between rounds (i.e. make it take longer for next level to start, or balance the difficulties). A point about all difficulties having the same creeps was brought up, but it doesn't really seem to pursued much. I'd prefer to keep that kind of discussion in the dev-team forum, but if you want access to that forum, just let me know.
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If you could update it so that it works with two different towers, each with its own dummy unit, that would be great.
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Something about a node tree seems to be the most useful reply. I remember something about this with the Meat Hook in JASS spell (it being MUI).
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Alright, let us forget the points about loadtime and mapsize. You guys are right about them being insignificant. I suppose it comes down to emjlr3, and if he is willing to take on the 12 or so new abilities that would need to be coded. As encouragement, I don't think the new abilities will take nearly as much time as the tower ones, because a few of them are similar to the tower ones and a few of them are similar to DotA ones that he has coded before. What concerns me is time. School starts for me in September, so I would like to have the majority of things completed by then (i.e. new content, so that what is needed is mostly balance). I've got about 2 1/2 weeks to get the time consuming stuff out of the way. Another thing to consider is that it will delay the release of 4.0, unless we don't focus on the balance of heroes as much as the towers (i.e. aim for somewhat good balance, instead of really good). However, it does seem like there are good reasons to keep hero mode. I've been going back and forth on this, but in the end I think it would be really fun to have a mode where you had a hero with a bunch of crazy spells. It does make sense that this is a big draw to newcomers, and that makes it valuable to keep.