| 10-05-2004, 06:04 PM | #1 |
Guest | Please someone tell me how to make Ice and Poison slowing effects don't stack (you know, like in "Burbenog TD" and other maps). I really need to know this. Thanx. Salutions® |
| 10-05-2004, 06:51 PM | #2 | |
Quote:
Make a custom frost and poison skill, base both off of the same poison ability, and change the buff and effects accordingly. |
| 10-05-2004, 08:43 PM | #3 |
Erm, actually, isn't it the other way around? Make a custom buff for all poison and frost effects, and set all those abilities to use it. |
| 10-05-2004, 08:59 PM | #4 |
yep panto is right it's the other way around or i suppose you could do it with triggers Events: unit gets buff Conditions: Buff = to poison Unit has buff frost Actions: Remove buff poison from unit then you'd make a opposite one like buff= to frost unit has poison remove frost from unit hope this helps ![]() |
| 10-06-2004, 12:30 AM | #5 |
Or raise the minimum movement cap in gameplay constants, i dont see why players should be punished tho for having the skills to build and micro both tower types. |
| 10-06-2004, 10:37 AM | #6 |
No, because each poison type in War3 has a field stack type - ? You can set if it stacks for movement speed, damage it does, attack speed, etc. If basing the abilities off of the same poison, you could make one poison look like ice, and be absolutely sure that it doesn't stack with poison. |
| 10-06-2004, 11:36 PM | #7 | |
Guest | Quote:
Nothing works. I've made 2 different based abilities with same buff. I've made 2 same based abilites with different buffs. I've made 2 same based abilities with same buff. I've tried all the options on the stack field with all those abilities. Nothing works. I haven't made it trigger-based yet, but I suppose I'll finally make it that way. But I'll test changing the minimum movement speed constant first...Salutions® |
