| 08-02-2007, 04:22 AM | #1 |
Can you somehow get Permanent Immolation to stack with multiples of the same unit? |
| 08-02-2007, 05:06 AM | #2 |
I would say, trigger it. Every 1 second of game time, pick every unit in the map matching picked unit is X unit type, and damage every unit near that unit. |
| 08-02-2007, 05:38 AM | #3 | |
Quote:
I would suggest that, but on a faster rate. I'd do every 0.10 to 0.33 seconds and then deal fractions of damage. This way, units with uber mega fast movement will not just evade the deadly field of damage. |
| 08-02-2007, 08:00 AM | #4 | |
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Ehhr. Wont that lagg when you pick all units then damage!? I would suggest that you issue a unit to cast it instead. |
| 08-02-2007, 08:35 AM | #5 |
It wouldn't/shouldn't lag if you don't suck with memory leaks and optimization. |
| 08-02-2007, 08:37 AM | #6 |
No, if there aren't be hundreds of units in the range at once (or too many units would project that immolation) |
| 08-02-2007, 08:40 AM | #7 |
TD/Tower based maps being the obvious exception... I see no REAL reason why you need an AoE effect to target over 100 units if it's not a quick global. |
| 08-02-2007, 08:44 AM | #8 |
But if everyone build 20 instances of that tower (although not probable in case of ETD), it could cause some problems then. |
| 08-02-2007, 09:05 AM | #9 |
Just have 1 immolation ability and set levels? |
| 08-02-2007, 09:25 AM | #10 |
Fulla, I don't think that would work... I think he needs like... say... Immolation and Frostmolation, it wouldn't work because they have the same spell base. What about creating a dummy unit and making it attack ground or something? |
| 08-02-2007, 12:42 PM | #11 |
nice thinking Tide, outside the box! (thats my whole contribution to the conversation, that idea is awesome, with that idea u can do wat ever u want!) |
| 08-03-2007, 12:14 AM | #12 |
Your best bet is the periodic timer solution. If it is towers that are going to have the abilities, simply use a point array instead of a unit group. If the units are mobile, you will need to use a unit-group. |
| 08-03-2007, 07:09 AM | #13 | |
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I doubt it, i've had well over 200 units in play on a multiplayer map being picked every 0.10 seconds for various effects, including damage, healing, damage increasing, reduction ect without any lag at all. I did have some issues at first when i forgot to clear up a memory leak, but once i fixed that there weren't any problems. Average computers have more than enough system processing power to do it. |
| 08-04-2007, 04:02 AM | #14 |
I don't mean to boast... but having a dummy unit attack ground could have various extra options... 1. Frost 2. Dummy cast things (i.e healing spray/cluster rockets) 3. Barrage? (Not sure if that works with artillery) 4. No lag 5. Only needs to be set once! |
| 08-04-2007, 08:07 AM | #15 |
Except you can double the number of units that come from making towers. And for many TD maps, having too many units is already a problem. That isn't a problem if you don't make many of these perm immo towers, but at the same time if you don't have many the triggered solution is more than good enough. And because I think triggers are your answer, I'll move this to the appropriate place. |
