| 01-22-2007, 05:37 PM | #1 |
I'm making a game that uses a weapons system such as in battle ships/tanks. I need to detect a constantly firing item ability based off phoenix fire, so that caster dummies can be made. I am having trouble with this. |
| 01-22-2007, 06:52 PM | #2 |
Uhm, you should be more specific but anyway the Phoenix Fire ability leaves a buff and so if a unit is damaged and it has that buff, then it has been damaged by Phoenix Fire. I don't know if this can help... |
| 01-22-2007, 07:05 PM | #3 |
the problem with that is the event for takes damage is only available for specific units and not generic units.... |
| 01-22-2007, 07:48 PM | #4 |
... You are dumb, always scan though the trigger editor at least. -Av3n |
| 01-22-2007, 07:53 PM | #5 |
there's no trigger for generic unit - damage done you fart sucking douche |
| 01-22-2007, 08:08 PM | #6 | |
Now, now, children. Behave. Quote:
You cannot detect when phoenix fire fires. I would recommend running timers for each "battleship" or whatever, and then simulating the phoenix fire effect that way. That would probably work the best. |
| 01-22-2007, 08:13 PM | #7 |
so you're saying something like... hero gets item -> turn on his trigger his trigger -> every x seconds looks for target in range then casts it right? That would work except... well in btanks or bships the item shoots you with something, then then effect happens. it would be sort of dumb I think, for a slowing item lets say, to just make a random unit close to you slowed all of a sudden you know? |
| 01-22-2007, 08:17 PM | #8 |
You can create dummy units with no models at the location of the "battleship"s guns and issue them attack orders to a nearby enemy. That would work perfectly, be totally detectable, and allow you to use any orb effects you wanted. (Which would diversify the gun choices significantly) |
| 01-22-2007, 08:18 PM | #9 |
You would need to do a periodic trigger that would pick all the units, and if they had the item a dummy would be made and would attack or cast a spell. That's what Rising_Dusk is trying to say. EDIT: Dusk beat me to it. |
| 01-22-2007, 08:28 PM | #10 |
ok I see, and then to use a different projectile I would change the dummy's projectile.. if I had a weapon which fired every 2 or so seconds, one that was ever 3, and like 12 players on a map, probably having about... a total of 8-10 of these weapons going all at the same time creating dummies and stuff, it seems like it would be laggy? or am i just being dramatic.. also. ok so it would be like this: trigger: event: hero loses the item or player leaves or probably other events ill figure out later actions: kill the dummy event: hero gets the item action: make the dummy turn on a follow trigger follow trigger: every second or so move all dummys owned by him to the position of his hero generic trigger: unit is attacked attacking unit is (dummy for slowing) order the attacking unit to slow the attacked unit damn that seems like a lot of work...is this what you meant? |
| 01-22-2007, 08:30 PM | #11 |
What I would do is this: Trigger: Detect Attack |
| 01-22-2007, 08:32 PM | #12 |
does unit - a unit is attacked fire when an item casts phoenix fire on him? I didn't think it would... |
| 01-22-2007, 08:32 PM | #13 | |||||
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And set the damage field to 0. Quote:
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You'd probably have to experiment with it. There are several ways of doing the system, none of them inherently better or worse than the others. Quote:
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| 01-22-2007, 08:34 PM | #14 | |
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just using slow as an example.. thanks, I'm facing the right direction now. |
| 01-23-2007, 03:48 AM | #15 |
ok I have a fairly large problem now.. I've created it as I thought, but now there is a big problem. the dummy with the normal attack always is shooting from a different place than where the hero is. then if i make the time down to a minimum, so that he is constantly being moved to the same position of the hero, it is so fast that you can't see the projectile at all.... |
