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"advanced" map making issues

07-16-2006, 05:10 PM#1
Lock_of_fear
some problems I can't figure out how to solve:

1)I set a hero's agility to an extemely high value but it only attacks about three times a second. setting its attack cooldown to zero only makes it attack about 10 times as fast. is there some hidden limits to attack speed and attack speed bounuses I dont know about?

2)How does one affect the order in which a shop displays items? I have seen maps where for example in one row there are healing potions in order of healing and in another mana potions in order of mana recovery.

3)I have seen a very few maps in which heros get abilties they can level up with skill points. how is this done?
07-16-2006, 05:19 PM#2
Hemlock
1) never heard of a limit though I would say 10 to 20 times would be a limit due to the animation that the hero has to display as well.

2)
Art - Button Possition (X)
Art - Button Possition (Y)

3) not sure what you ment here, you mean using abilities while the hero does not even level up?
07-16-2006, 05:57 PM#3
Rising_Dusk
1) I believe .02 is the minimum value for attack speed cooldown.

2) (Read War's post, it says it all) Do note, those fields are in the item's fields in the object editor.

3) If you mean add an ability mid-game and allow it to be leveled, then you could give it abilities at the beginning of the game and disable them for the player until needed. That isn't MUI though, but works. Also, you could do it where each player has a generic "Level up X" skill that can be leveled, and then trigger the leveling of the other skills.
07-16-2006, 06:08 PM#4
Naakaloh
1) It might have something to do with the Attack Animation Backswing Point... if you set this lower it might help.

2) It's possible that the order of the items in the Items Made/Items Sold list for the shop also might play a role.

3) Engineering Upgrade with some placeholder abilities will do it also.
07-16-2006, 09:03 PM#5
Freakazoid
1) Try pressing SHIFT+ENTER and set the attack speed to 0.00000001 or something like that. I saw it in some tower def.
07-17-2006, 05:29 AM#6
Ignitedstar
Are you sure that that won't crash the game or something? :/

If I count that right, that's one billion attacks per second...

1)I remember playing around with attack speed with the riflemen. It turns that there are a lot for things that effect how fast a unit can attack(at least for the riflemen). I'll edit soon to see what I changed(I changed too many things).

2)You should set the X-Position, Y-Positions on the command card for the items. But, I think just putting them in the right order of the selling item list works too.

3)The way you wrote it, it sounds like you want to know what heroes already have(Having their abilities learned through skill points?).

EDIT: Okay, here are all of the things that I changed. Keep in mind that probably not all of it determines a unit's attack speed. I turned just turned most things to 0 or 1 and tested(and then I left it alone!).

Art - Maximium Pitch Roll (degrees): 0.00
Art - Maximiun Roll Angle (degress): 0.00
Art - Projectile Impact Z: 0.00
Art - Projectile Launch X: 0.00
Art - Projectile Launch Z: 0.00
Art - Proplusion Window (degrees): 1(Shift+Enter can make this 0, but I was afraid of the consequences)
Combat - Attack *# - Animation Backswing Point: 0.000
Combat - Attack *# - Animation Damage Point: 0.000

Even through all of this, the riflemen didn't become a machine gun, like I wanted him to. I think the only thing able to shoot really fast are buildings, either because they don't have an attack animation, the attack animation is very tiny time wise, or something else(Example being Guard Towers, but not the Ancient Protector).
07-17-2006, 06:33 AM#7
Pheonix-IV
The only things that have any relevance to attack speed are:
Combat - Attack *# - Animation Backswing Point: 0.000
Combat - Attack *# - Animation Damage Point: 0.000

Damage point is the point during the unit's attack animation when the attack is actually made. Backswing point is the 'standard' attack animation speed when added on to the damage point.
Aka:
Damage point of 0.350 and Backswing of 0.250, the "standard" animation speed is therefore 0.600, so if the unit's cooldown falls below 0.600 then it starts looking a bit spastic. Backswing seems to have no real effect on actual attack speed, merely how the animations are displayed.
07-17-2006, 08:04 AM#8
Ignitedstar
I hope so, because even when I turned the Backswing Point and Damage Point to 0, the riflemen wasn't attacking as fast as he was when everything else I tried to find went to 0. :/