| 11-18-2006, 03:43 PM | #1 |
I am making a bullet round ability based on Cluster rockets, here are a few problems I've been having: 1- WAY too powerful. What I did to change it is put the the damage interval to 0.01, so bullets almost come out at the same time (i think if I put it at 0, it would come out slower actually, I don't know), and there's 24 bullets ALL the time, for every level, but they deal 5 damage only. The problem is, even if it is 5 damage, it kills a 350 HP unit in hardly a second. Why does it kill so much? I have no idea. 2- Bullets go slow and come out slow. for some reason, bullets go slower and come out slow even if the interval for each missile is 0.01. Maybe this has to do with the "Effect duration" and effect, but I don't get it... What I need is a way to make it weaker but still release bullets really fast (if its possible, release them at the same time). PS: You can try it in my GOLEMZ map I believe, jsut get the Mechanical Golem... thoguh that version might have a 15 damage instead of 5. Thanks in advance. |
| 11-18-2006, 04:12 PM | #2 |
What is the effect duration? Actually, the best thing would be a screenshot of the ability in the object editor so we can see your fields. Getting Cluster Rockets to do the right amount of damage can be tricky. |
| 11-18-2006, 04:37 PM | #3 |
Cluster rockets was a botched ability. Blizzard rushed it and screwed it. It is very buggy. |
| 11-18-2006, 05:16 PM | #4 |
ya, dont use cluster rockets if it can be avoided. and also, according to what your saying 24 bullets should get fired over the course of the ability. each bullet 0.01 seconds away from each other. that would mean that over 0.24 seconds 120 damage would get done (since each bullet is dealing 5 damage). so we must be missing something here (although ya, cluster rockets is really really buggy like captain said). oh ya and one last thing. .01 seconds is to slow. the world editor doesn't allow integers of time that slow (with the exception of in timers in triggers). |
| 11-18-2006, 06:03 PM | #5 |
'integers of time'? Lowest integer is 1 (or 0). Reals can go down far lower. The WE just randomly truncates it. The missile speed controls the speed of the missiles. |
| 11-18-2006, 06:50 PM | #6 | ||
OK... lest see what was said... Quote:
yeah I know, but it still goes way slower. My bullet shot is a custom model, its just a ribbon. so when it goes at 3500 (the speed I amde it go) it doesn,t look like a bullet moving, just the trail of the bullet. BUT, it goes MUCH slower. I can't show you screenshots of the difference, though, its hard to catch fast bullets like that and they don,t come out right in screens. I'm guessing its the ability that makes the speed drop. Quote:
Here's what I found out... when you target the area, it creates a zone of effect. every "damage interval" time, it deals damage to units in a certain spot of that area, when the "missile" explodes there. The effect duration defines how much time it is going to deal damage there, after that the "missiles" don't do anything when they break. So I have to make the effect duration (if I want it to come out every 0.01 seconds) last 0.24 (from the number of bullets). The problem with that is I have to reduce the number of bullets (keep the effect duration though) so that bullets after 0.24 seconds don't break but do nothing, which looks bad. Its fixed, but its ugly. Too bad they screwed that move, it would have been so useful if it worked. BTW: damage interval doesn't determine AT ALL the time between missiles appear, only the time between units being damaged. What a crappy move. |
