| 01-19-2007, 04:58 PM | #1 |
ok, i wonder what this fields is for: Unit Editor Art - Model File - Extra Versions Art - Occluder Height Art - Required animation names Art - Required bone names Art - Required attached link names Combat - Attack 1 (2) - Motion Buffer Ability Editor Stats - Priority for spell steal |
| 01-19-2007, 05:25 PM | #2 |
Art - Model File - Extra Versions: If there are multiple versions of a particular model (RoC and TFT) this allows you to choose which to use. Art - Occluder Height: How "tall" this unit's occlusion height is compared to other units. Basically if a unit has a higher occlusion height than another, the shorter does not have a line of sight behind it. Art - Required [Whatever] names: If you want a unit to play specific animations or have effects attached to specific parts. For example adding, "small," to animation names would cause buff art to play small animations if they have them. Or using "Alternate" in a lot of cases will use whatever alternate animation the model has (like Metamorphizied Demon Hunters.) Combat - Attack - Motion Buffer - Not exactly sure, but I've heard it's the amount of distance that a target is allowed to move after an attack starts before the attack is considered a miss. Stats - Priority for spell steal: I expect this is a value used to determine which buffs will be stolen first if multiple different buffs exist as legal targets. |
| 01-19-2007, 05:43 PM | #3 |
Thanks :) |
| 01-20-2007, 07:04 AM | #4 | |
Quote:
True. But it never works with 0.00 Combat - Motion Buffer or Combat - Homing Missile Enabled. Whenever a unit attacks, the Animation - Backswing Point and the Animation - Cast Point determines how much time the unit takes to fire. Example for a melee unit, a footman takes some time to hit its target (~141-221 ms interval returned by a timer. Someone has a more exact value?). When that footman attacks, if the range between the attacker and the attacked unit is below the Combat - Range Motion Buffer, it hits the target (but Evasion is able to Evade). If it is greater, the attack can not hit the target. Also, if the unit is using a splash attack, the unit takes 50% of damage normally dealt (Applies to Evasion). But I don't know if a unit is able to move on 250.00 range on ~200 ms.. without Blink. With an archer, it is better to use a smaller Combat - Range Motion Buffer if you are not using a Homing Missile. Simply because it wouldn't be fun to see a missile hitting someone at 9000 range. Here some examples of Range Motion Buffer usage : X = Target - = Missile Path (1 cell) O = Firing Point Code:
X - - - - - - - O 7 cells between. If 7 < Range Motion Buffer, then hits else do not hit. X - - - - O 4 cells between. And so, if 4 < Range Motion Buffer, then hits else do not hit. X - O 1 cell between. If 1 < Range Motion Buffer... But remember to use a Range Motion Buffer greater than 0.00, else it will never hit the target (50% by splash if evaded). |
