| 11-03-2004, 03:06 AM | #1 |
I have an odd problem. In my tower defense, I have splash towers, and splash frost towers. For some odd reason, any tower with splash damage immediately provokes the creeps hit to attack. Short of removing all splash damage from the map, I am asking if anyone has a clue why, or a workaround for the problem. Its the next version of Ryoko TD. |
| 11-03-2004, 03:52 AM | #2 |
Guest | Maybe you have the triggers set to attack-move or patrol instead of just move? |
| 11-03-2004, 06:33 AM | #3 |
Naw. they walk by fine normally. The triggs are set correct. For some reason, splash /splash frost provokes a mass attack |
| 11-03-2004, 11:51 AM | #4 |
I've never heard of this happening... I certainly havn't had a problem with the move command getting void by splash damage. The only way around without removing all splash I would think is a trigger to deal damage at a radius... but then you don't get bounty..and yeah. That's just really odd. Maybe If unit issued order not equal to move, order unit to move... But then that would keep them from attacking all together, and it sounds like you need them to be able to attack at times. If not, then just remove their attacks. x.x |
| 11-03-2004, 05:22 PM | #5 |
Well, I'll give you more information, to understand my application here. I'm a moderator on thehelper.net (and tutorial site creator) so when I'm stumped, thats a big problem. Heh Creeps are mazable. Therefore, they need to attack. I have attack control triggers. In the event the creeps are blocked, there allowed 1 second attack (thats about one hit) and they are re ordered to move. (otherwise, they will attack untill the towers dead). Most of the time, the creeps move from check A to check B just fine. If they are blocked, they attack lightly (because of my control trigger) until they CAN get through. But the minute you build a splash tower, its all chaos and hell breaks lose. My attack type is missle (splash). My large, medium, and small AOE are filled in. My damage reduction for each is filled in. Unless theres a field in the object editor that is incorrect, I am stumped. The splash DOES deal damage correctly though. It just provokes all hit by it to launch an assult. Most of my splash towers have a FROST attack, for splash frost. Is there a problem with that combination anywhere on record? I can also verify, the FROST is not causing them to jam up and be blocked (duh, right?) If I make the tower many squares away from the rest of the maze, the creeps will still CHARGE over there and get it. When my TD was lanes, and no maze, they never attacked. But now that they pass through the maze, they attack like mad from a splash attack. [edit] I also know that, when you've worked on a map for a long time, some fields and properties are not updated with the bnet updates (like game play constants) and this worries me as well. |
| 11-03-2004, 11:08 PM | #6 |
It seems that since the newer patches some frost attacks cause units to stop, like purge does. This may reset their orders and make them attack. Try using a different frost effect ability. |
| 11-04-2004, 12:52 PM | #7 |
Much apreciated. I notice bash screwes things up too. I tried to change bash to a poison effect, with super slow reduced values, which seems to work great. However, theres no 'chance' percentage on poision abilities, so I'll need a workaround. I cannot re-issue the ordered move after a bash, because its INCREDIBLY difficult to keep track of which of the 50 checkpoints the creep was going to. ( I am already using custom values for leaks, so hmph) Is there a good workaround for bash, which can still have its chance percentage, without interrupting the units current order? |
| 11-04-2004, 01:56 PM | #8 |
Well, have you tried using Purge on an orb attack? Alternatively, it's not the same as having a % chance, but you could add a poison ability via trigger whenever the unit attacks if a certain % random number is met. Lastly, you could do Poison Arrows and have the tower have a low maximum mana, so that it can fire one arrow until it regens the mana, meaning that only one in every several attacks will be "stunning". |
| 11-04-2004, 02:09 PM | #9 |
If you don't want to try orb or mana limits (as the mana isn't random) you could just draw up a small trigger for a random chance to buff a unit attacked by the stun tower. Another idea, jsut kidn of plopped out of my head, good TDs seem to use tower enhancing towers. Or towers that supply friendly towers with buffs. If your interested in that then a mana based attack could be do-able, and a brilliance aura would speed up the number of times it would attack. Just my two bits, good luck. ;) |
| 11-04-2004, 02:33 PM | #10 |
Not quite understanding 'orb attack' and purge. I understand the random trigger. 1. I don't want to do a math calc every time the tower fires, very aware of reducing lag. 2. I like the poision arrow idea a lot. Thats a good work-a-round. I'm going to start with that one. I'll change the 'buff' to a custom stun effect buff. Hey, thanks much. 3. I thought you couldnt 'poison' a unit through a trigger. I know you can add a buff, but its not the same as an ability adding it? Does adding a poison buff through a trigger deal damage? Without the abil, how does it determing how MUCH damage, and for how long? Not seeing something here. |
| 11-04-2004, 02:57 PM | #11 |
To answer your third question, you'd have to spawn an invisable dummy unit with the requisite poison ability and make it attack the affected unit. |
| 11-04-2004, 03:26 PM | #12 |
I understand fully. I promised myself no abilities that spawn units as such, for TD lag online. Heh heh. |
| 11-05-2004, 11:55 AM | #13 |
You could just add a buff like slow at random. Set the speed real slow and change the buff graphic and you've got a makeshift bash. It's not too memory consuming, with only one math calculation (random). The only reason I discurage you from using the poison arrow is that it's not random, once it gets enough mana it will cast it, wait the same amount of time, and cast it. However, if that's what your looking for then go for it. |
| 11-06-2004, 05:11 PM | #14 |
HERES THE EXPERIMENT. A row of regular towers, tight along side the creeps on the ground. NO ATTACKS. A row of different splash towers, frost, regular, and seige, tight along side the creeps. ALL TOWERS DEAD. A row of different splash towers, frost, regular, and seige, A FEW SQUARES AWAY from the creeps. NO ATTACKS They are only attacking splash towers, regardless of abilities. They are only attacking the splash towers when they walk NEXT to the tower. They don't go out of there way to get the tower, just if its next to them. Super, super odd indeed. Here is a screen shot of my combat values, now that I've eliminated abilities as the problem. Please, comment If something looks wrong or incomplete. |
| 11-07-2004, 08:52 PM | #15 |
Heh. We allowed to bump here? |
