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Karawasa

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Everything posted by Karawasa

  1. Alright, just forget that option then.
  2. Alright, it will just have to be the way it is then. In that case, spell completed.
  3. Karawasa

    Hero Mode

    You've made really good progress. Perhaps I spoke incorrectly, but I do feel like we've come a long way in getting them done. A valid point. Adding another 13 abilities would probably not help.
  4. Karawasa

    Hero Mode

    Just looked at the poll, seems like more people want hero mode axed. I am leaning toward axing hero mode again, here is why: -The heroes and their abilities add easily 5-6+ seconds to the map loading time, that is around 33% of it. -The proposed abilities (mine) are ambitious and would probably add even more loadtime total. -The heroes and their abilities take up map space, at least 50 kb, I haven't tested. -Removing hero mode allows me space to make allrandom/samerandom able to voted on at the start of the game. -Without a revamp of hero mode, I feel it is shitty to have an imbalanced and boring ability based mode in an otherwise very polished game (I hope it is at least). -Not revamping hero mode will make the release of 4.0 a lot faster, the tower abilities are almost done being coded. If we don't go ahead with all the shit I had planned for hero mode, then basically (some content added, like tournament mode) the map just needs balance/bug tweaks and it is done. -Hero mode can be put back in a later version, where all the abilities have been discussed and coded.
  5. One other thing, can the interval be dependent on the level of the passive? As for why, I decided to switch the positions of two towers. The reason I wanted Meteor tower to be affected by damage/speed buffs is that two of its previous elements, WN made up the Well tower which buffs speed. Previously, it would have all gone to waste. I noticed that the Stackable Release tower had the same three elements as Meteor except a D instead of N. What I was able to do was put Meteor where there is no WN and put Stackable Release there instead, which combos really well with attack speed since it is based off of number of attacks. The end result is that combo, and that Meteor no longer needs to be buffable.
  6. Creeps have 0 collision set in the editor. I don't know why they clump up, they should just walk through each other.
  7. I have decided to go with the dummy unit version you posted. If you could update it so that it works with two different towers, each with its own dummy unit, that would be great. Thanks
  8. Works good. Two additional minor things if you don't mind. Could you make it play a SFX attached to origin of unit when it is "selected," to be warped back? Also, can you make it so that once a unit is "selected," it won't be "selected," again?
  9. Creates the effect and pauses the unit properly. Also moves the unit correctly after being unpaused. Doesn't remove effect when unit is unpaused via attack. Doesn't seem to be doing double damage (and I tested on the basic arrow so I know the damage detection isn't being fucked up).
  10. Again, I apologize for not mentioning this at the start. Need this to work with two different towers, with each tower having its own dummy ability (level 2 tower will do more damage/slow than level 1 tower).
  11. Works like a charm. Can you make this work with two different towers, each with its own dummy ability? (I apologize for not specifying that at the start of the thread). Also, this along with Prism cause the game to lag for about a second the very first time they activate. I assume it is because of the ability with many levels entering play. Is there anyway to prevent this? I was thinking of putting all the dummy abilities (prism damage bonus, IAS dummy ability etc.) on a dummy unit and preplacing it in the map, then removing it at start of game. Would increase loadtime, but eliminate lag. Any better option?
  12. Works like a charm, but is plagued by the upgrade bug. i.e. lethal damage from a basic arrow tower is prevented correctly, but an upgraded arrow tower will kill creeps without any prevention. Also, will this prevent splash damage from killing a target? Finally, could a SFX attached to origin be played on creep when damage is prevented? That way people know what is going on.
  13. Works like a charm. When the unit is walking back, it causes units in its path to clump up. Is there anyway to prevent this? Removing the units collision would make it walk through the pathing blockers right? Any other ideas?
  14. Karawasa

    Tower Models

    NE = Rage/Violence/Rampage EL = Jolt? Voyage? WFN = Zip? Zoom? WFE = Intensity? Zeal? Insanity? Thoughts? I think I got NE down, but the other three...
  15. Good points, I suppose this one will be more complex than I thought.
  16. Wouldn't it be a lot easier to just check the dummy ability level on the tower that is casting the link spell? It would then add that number to the tower casted on. Where ever you set dummy ability (for target) to +1, just make it +(1+level of dummy ability for unit casting). So say we have three towers, 1 links into 2, that would put two at 1. Then 2 links into 3, that would put 3 at 1+1 which is two, which is what it should be.
  17. Is it possible it has something to do with the attack animation? I remember for Momentum that it worked fine on a normal arrow tower, but another tower with a Faerie Fire projectile it would not work on. return damage*2. //equation for added mana, given the damage and the unit damaged, level 1 What do you mean unit damaged? I didn't see it anywhere, but if there is anything about damaged unit level, forget it. It should simply add mana based on damage dealt.
  18. Doesn't seem to be adding any mana, I checked and rechecked the rawcode. I am using damage/20 and the unit does 2000 damage, after armor lets say it is doing 1000 damage, that should still be 5 mana added.
  19. Also, would it be easy to add some sort of graphic between the linked towers for the spell? I tried modifying channel but could not get it to produce something constant like a drain spell has (the green drain energy). I was thinking that the healing wave lighting (not the model, the lighting i.e. the beam of energy) would be great between towers.
  20. Exactly as it is from DotA. A spell which slows the unit, and increases the damage the unit takes by X%. Should take into account that there will be three levels to this ability. The name, and effect will be different of course. Three levels, X% damage taken should vary per level (I assume slow is based off a slow spell).
  21. I used to have a system in place which used mana and mana regeneration to prevent attack/stop spam abuse of this trigger. However, there were many flaws with it. Without the system, you can just spam stop everytime the unit would attack and it will fire off this trigger rapidly. Could you use damage detection engine to make it a true 25% chance effect without any ability to spam? I assume it would be similar to what you did with Time Warp. Dinosaur Attacks Events Unit - A unit Is attacked Conditions Or - Any (Conditions) are true Conditions (Unit-type of (Attacking unit)) Equal to Quaker Tower (Unit-type of (Attacking unit)) Equal to Earthshaker Tower Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Random integer number between 1 and 4) Equal to 1 Then - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Unit-type of (Attacking unit)) Equal to Quaker Tower Then - Actions Set Temp_Point = (Position of (Attacking unit)) Set Temp_Group = (Units within 512.00 of Temp_Point matching (((Matching unit) belongs to an enemy of Player 1 (Red)) Equal to True)) Animation - Play (Attacking unit)'s slam animation Unit Group - Pick every unit in Temp_Group and do (Actions) Loop - Actions Unit - Cause (Attacking unit) to damage (Picked unit), dealing 4000.00 damage of attack type Spells and damage type Normal Custom script: call DestroyGroup (udg_Temp_Group) Custom script: call RemoveLocation(udg_Temp_Point) Else - Actions Set Temp_Point = (Position of (Attacking unit)) Set Temp_Group = (Units within 512.00 of Temp_Point matching (((Matching unit) belongs to an enemy of Player 1 (Red)) Equal to True)) Animation - Play (Attacking unit)'s slam animation Unit Group - Pick every unit in Temp_Group and do (Actions) Loop - Actions Unit - Cause (Attacking unit) to damage (Picked unit), dealing 20000.00 damage of attack type Spells and damage type Normal Custom script: call DestroyGroup (udg_Temp_Group) Custom script: call RemoveLocation(udg_Temp_Point) Else - Actions
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