| 02-22-2004, 04:28 PM | #61 |
no no thats not the problem. the problem only crops up if more than ten units are asleep at any ONE time. you can cast sleep two hundred times if you like, doesnt matter. Moreover, adding more units the possible sleepers is not hard. i simply have to copy and paste, and change a half dozen values around. so if necesarry, i will make it work with 50 units at once! |
| 02-22-2004, 04:33 PM | #62 |
hmm... well sorry if i hurt your feelings buddy... but i am pretty sure there where not over ten units on your map, to be exact it where 6 units, of wich we had 5 sleeping, and then they just stayed asleep... |
| 02-22-2004, 05:13 PM | #63 |
I have made growth so that you can't cast it at night. But it will cost one empty space in the command pannel. |
| 02-22-2004, 05:26 PM | #64 |
ok on that test map i cheated and cut out at five units just to get it pasted up here, but since then ive finished it off so it works with ten. if you would open up the triggers on that version and take a gander, you'd see there were only "wake unit 1" through "wake unit 5." so you came up with that bug only cause you tested me! here i have submitted updated version with room for all ten units in the wake-up que. on another note, i am making good progress on the wave of terror spell. as of now, the spell is finished and working for targeted units. i am in the process of making it work for all units in a cone. unfortunately, thats where it gets difficult. knowing of no other way, i am using a guesstimate system. every 100 units up to 800 units of distance (800 being max range of carrion swarm), the triggers will guess the approximate height of the swarm at that point, and add units in that area to a unit group for the application of the nightmare spell if they are sleeping and enemies. kinda complicated but it should work. the guesses will be exact enough not to matter in the real world. NOTE: the key line to look for is "DEBUG - Reseting number of sleepers." That is what controls the heart of the sleep spell triggers, and if it never comes up, the spell is broke. which is why more than ten untis cant be asleep before it comes up. to prevent the possibility at all, i will in my final submission for you raise it absurdly high, like 20 or 30. |
| 02-22-2004, 05:38 PM | #65 |
we'll check every update that is made from now on in the morning, its getting late and my mom :cuss: wont let us behind the 'good' computer at night that can run WC so... impossible to check right now :( aah,.. so it was just a misunderstanding then? good... you dont have to bother making it more then 5 sleeping units, in fact, i think three would do it for the real game lol... becouse the max duration in level 4 is 5 seconds, and the spell will have like a 12 second cooldown or so... so it is firtually impossible to have more sleeping units at the same time :D and.. erm.. you kinda have to make sure they gat hit by the wave... but i'm sure that'll work just fine. just thought of something, it would be sweet if some more people could test the maps that are submitted here that actually know a thing or two about triggers... i think that would make the debugging proces faster and easyer becouse you can spot the bugs together.. just a suggestion.. |
| 02-22-2004, 05:44 PM | #66 |
Kamux - nice work on your spells there. only thing i would suggest is that you add in a periodic trigger, which breaks the autolock for blind units, as i suggested earlier. kinda defeats the purpose of blind/slow combo if they just autofollow you ://// |
| 02-22-2004, 06:05 PM | #67 |
Thanks sgtteflon. The Ultimate for Naisha isn't ready yet. I need to know exactly what it does and if it is possible to make. Your sleep spell is going great, but doesn't it need to heal the enemy to? |
| 02-22-2004, 06:06 PM | #68 |
it doesnt? EDIT: damn you were right, it wasnt. the problem wasnt that the creeps were enemies, its that they were out of range of the dummy heal spell. fixed that by bumping range to 900. |
| 02-22-2004, 06:07 PM | #69 |
well i can tell you what i want it to do, but not if its possible... -it should reduce target units sight to 100, so that the world is covered in for of war but a small piece, target unit will be able to see and fend off melee attackers. -it should remove shared vision, becouse if the target still has shaered vision it can leach vision off other players :////. -it shoulod stop autofollowing units, and if it was following a unit and/or going to cast an ability, target will stop doing that. for that effect you could just use a very very short stun, without buff. basically target unit becomes quite useless... lol... better run when you get this cast on you, cuz you'll get pwned by her. (naisha is not melee, she'll use short range (300) throwing knifes (and shell have the old warden skin.)) EDIT: yes, sleep should heal enemies too, otherwise i am afraid its a bit too good. if it heals the enemy you'll think twice before casting on an enemy, you'll have to make sure you can cast wave of terror immediatly after it, or you'll just heal the enemy://// like i said before, for sleep, both enemy and allied, stun shoud be 2/3/4/5 seconds and it should regenerate 100 HP/sec. it is not needed to remove the heal from a target if its hit by wave of terror, becouse you could just make a decay of 150 HP/sec that would counter the heal right? |
| 02-22-2004, 06:13 PM | #70 |
But the problem is that I don't know how to decrease a units sight radius. If anyone knows how to do this, tell me please. |
| 02-22-2004, 06:16 PM | #71 |
in that case its a pain in the butthole... anyone know how to do it?? if there is no solution found, we'll come up with either a whole new unltimate or a way to compensate for the sight radius. allthough i think bulletcatcher might know how to do it, becouse he was the one to suggest a skill somewhat like this in the first place. |
| 02-22-2004, 06:17 PM | #72 |
Ok, you cannot, its impossible. But there is a workaround (always a workaround). Heres what is gonna have to be done. First, try giving a custom night vision upgrade a negative value, and when a unit gets blinded give that upgrade to them. If that doesnt work... First, set teh night time vision of all units to extremely low (like 100). Make an upgrade based off of Night Vision or whatever the NE upgrade is called. Now, whenever it becoems night time, have a trigger automatically give this upgrade to all units on the map. This should bump their night vision up to the normal range. Now, you have illusion of the units having the normal sight range. But, when a unit gets hit with blindness, you take the upgrade away. Much easier to just give them the upgrade with a negative number when theyr blinded, and take it away when not. |
| 02-22-2004, 06:22 PM | #73 |
brilliant! good job! i hope it works!:D good job, i hope it works! but in this case, it might be a good idea to make it castable on heros only, that way you only have to give heros the upgrade. |
| 02-22-2004, 06:24 PM | #74 |
you could just ignore non heros, since its aos theyll be predominatly computer controlled, and the computer cheats when it comes to sight range anyway :ggani: |
| 02-22-2004, 08:46 PM | #75 |
Thanks for the idea, I will try it immediatly! |
