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Everything posted by Karawasa
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Looking at your trigger, I see that you use math to make a region in a circle around the area. I don't know how to do that with GUI. Could you modify your trigger and make it so that the tower attacks instead, and just remove all instances of the dummy unit?
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Got it working, it was apparently something about the attack animation of the tower I had put it on. I tested it on a basic arrow and it worked fine...weird. Nice work.
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Upon more thought, it makes sense. I will make it so that Chaos and Extreme can be entered by host. I'm also considering making Allrandom/Samerandom voteable too.
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I simply used channel ability, made follow through infinite, made disable other abilities false, made it unit target, visible and that is it. As for how to do the more complex thing, the level of the dummy ability always corresponds to the number of units linking into it. So, what you can do instead of adding the dummy ability and increasing level by one, you can add dummy ability and increase it by level of dummy ability for casting unit. Level 1 would look at dummy ability 1, and level 2 would look at dummy ability 2.
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The only other possibility would be the configuration I used, all I did was put in a model for the effect and made sure to use // instead of /, and also put in origin under attachment point area.
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I get the action, but not the event. If it is attack ground (which it is) how do you detect that it is going to attack, and then randomize it without it being an infinite loop (ordered to random attack, trigger fires again etc.)?
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I got it working, no problem. I would like to see something changed though, could you make it so that when a unit links into another it adds not only 1 but also how many others are linked into it? Right now, all towers have to link into the same one for effect, which defeats what I had in mind. It would be nice for towers to be able to chain link, so that the last one gets the cumulative bonus. Say we have three towers, right now, two have to link into the third. What I would like to see, is for 1 to link into 2, and 2 to link into 3. 3 would then get 2 levels of ability, because in effect it is two towers linking into it.
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This works like a charm in YOUR test map. I imported everything into the real map, and it does not activate at all. I can only assume it has something to do with the change to the damage detection system. I am 100% positive that I got the only rawcode right!
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Needs to work for different levels of the ability, variable dependent would of course be duration, something like lvl*3 or something.
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Needs to work with two different levels of the ability. Variables changed by level are: -Duration before warp back -Damage done
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Few things, -Would like this to work with two different towers -Would like this to work with two different abilities (one tower will have one, the other tower will have the other) -Would like an effect when tower "levels," up Thanks!
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call SetUnitState(u,UNIT_STATE_MANA,mana+dd_addition(GetEventDamage(),GetTriggerUnit( ))) Not enough arguments passed to function.
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Crashes the game with no error given.
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I don't get why you are using a dummy unit instead of the tower itself. By using the tower itself, damage and speed bonuses can be applied, which is really useful. Anytime the tower would attack, make it attack a random spot within its AoE. Its attack would be such that it would look like a Meteor coming down.
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You can't manually enter chaos anymore, nor can you manually enter anything except for allrandom/samerandom. You must either vote on it, or have the host select it.
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Alas, I have been too lazy to update them, knowing that they will all change for 4.0. I think I'm going to temporarily remove them completely, and reinstate them for 4.0.
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My PC is a few years old, but I built it myself. Still holds up against a lot of games, although I can't do Very High anymore .
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Very good, and the public has also caught onto what version they should be playing (for the most part).
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These are great if you are looking for a summer job. I imagine McDonald's sucks, sorry to hear you are working there .
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I might buy one of those as a prank gift someday haha.
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I think it is a great idea, thanks for bringing it up. Element TD has been very fortunate to not have been plagued by a thousand fake versions. There are some fake ones running around, but for the most part 3.0 has dominated the market.
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There was a "wish," brought up in the wish thread about the difficulty of the game. There are a few facets to discuss here. First: It was suggested that the same number of creeps should spawn (i.e. always 30) regardless of difficulty. This makes the lower levels more noob friendly, and allows them to explore different tower options because of increased cash. Second: I would like to know if you guys think the game is too easy overall. It was mentioned that Very Hard becomes the standard mode once you learn the game, and as mentioned, Normal should take that role. If this is indeed true, then I propose a global creep HP boost, to increase the difficulty of the game. Here is the current hp: 75 87 102 119 139 162 189 221 257 300 350 409 477 556 649 757 883 1,030 1,201 1,401 1,635 1,907 2,225 2,596 3,028 3,533 4,121 4,808 5,609 6,543 7,633 8,905 10,389 12,120 14,139 16,494 19,242 22,448 26,188 30,550 35,640 41,578 48,505 56,586 66,013 77,011 89,840 104,808 122,269 142,639 166,403 194,125 226,466 264,196 308,211 359,559 419,461 489,343 570,868 665,975 As you can see, every level is 1.1666x the previous level. The absolute hardest growth possible is 1.746x (without changing level 1 at 75 hp). This produces: 75 88 103 122 143 168 197 231 272 319 375 440 517 608 714 838 985 1,157 1,359 1,596 1,874 2,202 2,586 3,038 3,568 4,191 4,923 5,782 6,792 7,978 9,370 11,007 12,928 15,186 17,837 20,951 24,609 28,906 33,953 39,881 46,845 55,024 64,631 75,916 89,170 104,740 123,027 144,508 169,739 199,375 234,186 275,075 323,103 379,517 445,781 523,614 615,037 722,422 848,557 996,715 Third: This is being discussed in another thread, but I would like to address it here too because it is important and relates to difficulty. The time in between rounds. It is currently: 1815 12 9 6 To prevent VE spamming and make the game slightly less hectic on VH, I propose this: 2521 17 13 9 Thoughts?
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I am leaning toward Cisz's suggestion, that of simply increasing the time. It is currently: 18/15/12/9/6 I propose: 25/21/17/13/9
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Glacier fooled everyone, it was not a stream of slow. It was simply a normal splash 'n slow tower with an interesting attack projectile . At any rate, this tower would work like you thought Glacier did...