Ikr... It definately improved a lot of things... maybe the triggers for vJASS got reworked or something...1.29.1 is supposed to be able to fix it.
Yeah, hoping for the best and a new patch with hotfixes soon. Haha, a masterpiece indeed.Let's just hope everything turns out well ^^ I know how broken coding can be tedious, just take time in creating this masterpiece. Also! Hope the new job is something you are enjoying!
I apologize for the long wait - life have been crazy lately between work, family and my work out routine... most of my free time is going towards unwinding my stress.RELEASE NOW!!!
Thanks for the feedback. Oh, splat death animation ?? yikes, totally forgot about that... Maybe with triggers, that can be fixed.Glad to see you back on this Umbra, sorry to hear about work though. Hope you get another job soon.
I have to point something out though, you may want to rething artilery-based archers. Reason behind that is the AoE attacks that will require spot on precission to actually hit - the probability of hitting multiple people at once, and the end of one's life being splat instead of the classic death animation.
What I do recommend is quite possibly a spell approach. Attacking auto-triggers an aoe spell like rocket clusters, but instead of a rocket - it's arrows being shot intoo a random point of an aoe. I think this would be way more efficient? someone can correct me if I'm wrong
Aditionally, you can rework the shields to work as some form of spell resistance - whereas artilery arrows, when hitting shielded infantry, ignore the shielding chance (So that's also a great difference)
Wowww this looks good. You are too kind! Thanks, I would love the help.You might use a damage detection system to get whatever effect you want
I used Bribe's Damage Engine to make something like this in the past
I had total control over both the moment when the arrow is shot and the moment where it hits, and it also did consume mana to trigger.
Then there's this
Also a work of mine; It uses artillery-based attacks, yet, it doesn't cause units to explode. The damage is dealt by the dragon and not the dummy unit who launches the projectile.
I could actually write a system for you if you'd like
I'd be glad to help you!
Write all the ideas and concepts that you'd like to see in your game on a list and send it to meWowww this looks good. You are too kind! Thanks, I would love the help.
Would your system also work with fire arrows, siege weapons and fire based siege projectiles? Something like an oil pot that explodes upon impact and leaving a burning oil effect for a minute.
Bonus would be an Ignite ability that triggers when fire abilities impact a structure.
Let me know if I can help in any way, I'll send you a pastebin link soon.
Archers with dragon attacks?if each archer uses that Dragon attack
Hey, got busy this week sorry late reply. Everything is well, have a new great job.Hey Umbra, hope things are going well! I was curious about the current state of development, I'm dying to see the map. Have you thought of creating a Discord?
Yesss it's a loooot. Maybe for late game when there are 1000 units in-game that could happen...Wicked awesome. I'll be expecting a lot when it's set up! Though I do have concerns on walkable walls. I hope having dozens of units upon them doesn't cause heavy frame drops.
Meanwhile! I'm really glad you've got a great new job! life can be pretty exhausting when you're stuck with something you aren't enjoying
I actually still need to do a trigger to limit heroes LOL... I'll PM you a DL link later todayI'd actually like that, I'm dying to test it out and have a brief session with a couple of friends. I do hope you fix some heroes such as 'builder' by making a limit to how many you can create. 5-6 Builders can decimate an army and the elites hidden within lol (This was something I wanted to point out back in Pre-Alpha)