| 08-08-2003, 09:19 AM | #1 |
Okay, this is killing me... I've been working at this for almost an hour and I can't seem to find a solution. I'm working on a tower defense map, and I want a tower that randomly stuns units. Doesn't seem like it should be tough, right? Just add the bash ability to the tower, right? Well, that works, but then the unit will attack whatever's near it when stun breaks, so if someone is mazing, their maze will disappear quickly. Soooo... I try making a custom slow type ability that just drops movement rate down to .01. That doesn't work, though, since that's a 100% shot deal, and I don't want the tower to stop units 100% of the time. Sooo, I see on the blizzard board you can base an ability off the Lightning Orb for a chance to randomly trigger a skill. That works, except for some reason the custom slow lasts a really, really short time. I set it to last 60 seconds but it breaks in less than one. Any ideas? EDIT: Also, if anyone knows what "Shared Cooldown" and "Enabled Attack Index" that *might* help.. |
| 08-08-2003, 01:08 PM | #2 |
hey, why don't you just add the bash ability, and set the attack to 0, that way it will only stun, or if 0 doesn't work put it to 1 or 2. I don't understand what you mean by: it attacks anything near it...umm even friendly units? -DeSty |
| 08-08-2003, 01:34 PM | #3 |
He means that when the stunned unit returns from his stunning he attacks the tower. But just make a trigger which has a chance to create a unit which casts purge on that unit when the unit is attacked by the tower in question. Shouldn't be too hard. |
| 08-08-2003, 02:10 PM | #4 |
Or add a trigger that if a unit is the target of bash to immediatly order it to move to the drop-off zone(where ever it was originally going). That should override it's wish to attack and it'll keep on walking. |
| 08-08-2003, 02:51 PM | #5 |
There is an item called Orb of Slow which has a chance of casting slow on the target on each attack... You can probably take the ability, change the probability to whatever you want and make it slow the units movement by 100%. The unit will still technically be trying to move and it won't forget it's orders on where it should be going. |
| 08-08-2003, 03:59 PM | #6 |
Why couldn't you just remove the attack of the unit? |
| 08-08-2003, 04:13 PM | #7 |
How about if you give the tower curse? That will make it miss. Make a special custom curse that works only for that unit |
| 08-08-2003, 04:14 PM | #8 |
Thank you guys a ton for the help and suggestions. The one that works best so far is the orb of slow... the only problem being that there seems to be a maximum as to how much I can slow the unit, so while slow is now sticking, it's not completely stopping the unit from moving, which doesn't make it much of a "stun" spell. The reason I can't completely remove a unit's attack is that they'll then stop attacking towers when they're blocked from reaching the next waypoint. |
| 08-08-2003, 05:01 PM | #9 |
This is really starting to piss me off now =/ How would I script it to stop a unit from attacking for x seconds after it's stunned? That might work. I tried messing around with a custom Cloud ability, but that didn't seem to do much. EDIT: Oh, and I have to make him stop attacking... otherwise air levels would get messed up because stunned units would fly straight to the end level. Also, I want to prevent attacking and not just do damage control, since if I just stopped a unit after it attacked, I'd have to give the towers crazy regeneration to make sure they don't die accidentally, and that would hinder the ability to stop people from blocking. |
| 08-08-2003, 05:40 PM | #10 |
Tried using purge, haha. That was a disaster. The purged units go crazy and attack everything. It seems like stun/purge type spells knock them off course from whatever they were doing and reset them to the usual AI. If only slow or slow poisons actually slowed by the value you give them =/ |
| 08-08-2003, 05:48 PM | #11 |
heres a cheap work-around, theres better ways, but this is easier... event: unit is attacked condition: owner of attacking unit == player X action: order attacking unit move to next waypoint u could probably find one that is when he aquires a target or is ordered to attack something |
| 08-08-2003, 06:02 PM | #12 |
just set the monsters so they cant attack in the "tarrgets allowed" box make sure they are all blank and this means they can't target anything so when they are stunned they can't attack ur towers |
| 08-08-2003, 06:14 PM | #13 | |
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That won't work Cypher because what if someone decides to block the path?? causes problems there because then the units cannot attack the towers to open up their pathway(s). I will be facing this issue soon enough emote_sweat and I've been reviewing many of the greatest td's (azure td has great trigger assistance and everything) and really like Raptor--'s idea. |
| 08-08-2003, 06:24 PM | #14 |
WOOT, I think I finally got it :D I hadn't lowered the minimum movement speed in the Game Constants, so it was at 150.00. I knocked it down to 25.00 (lowest I can get it for some reason), so while it doesn't completely stop them, it works well enough. |
| 08-08-2003, 06:37 PM | #15 | |
Quote:
I think UMSWE lets you lower it below 25... if it doesn't then it ought to :P |
