- Joined
- Sep 24, 2007
- Messages
- 67
There are some things that I need help with in making two of my maps. As questions arise I will edit and add them into the first post.
Blue Text = Answered questions
Red Text = Unanswered questions
First: Auras
I need help in making a hero aura that would give, for the first 9 levels, increased attack speed, damage, and run speed. Then on the tenth level it would have to differentiate into giving all the aforementioned bonuses plus an armor boost. Please help.
Second: Multiple shot projectiles
This is a spell for an archer that would increase the amount of arrows that were shot forth by one each level. If you have ever played X Hero Siege and used the Dryad hero, you will know what I mean. An example is: the archer shoots and there are four enemies in front of her. The Multiple Shot spell is level two, meaning she gets two extra arrows. So three arrows would fly out at three different enemies and hit them. I would be grateful to anyone who could tell me how to do this one. Just use the Barrage ability as a model, change it to a hero ability, give it X amount of levels, and change the maximum number of targets for each level.
Third: Attack projectile
This is one I have been trying to make work for a while. The unit is called a Justicar and the model is a regular human knight. The only problem is the attack... projectile I guess. You see, at first what I wanted to happen was that when the knight attacked, it's attack (which is ranged by the way) would be the same thing as the Farseer's chain lightning bolt, minus the chain bounce feature. It would be like he attacks and it shoots a lightning bolt at the target, so his normal attack would be a ranged bolt of lightning. At this point any type of lightning shot would be welcome.
That's all for now, I will add more as they come to me, thank you very much for helping. Okay, apparently there is an attack called "lightning attack," I will check this and confirm in a bit.
Fourth: Blight Disappear at start
Okay, just encountered this problem. When I create blight in the map editor, it disappears when the game starts. How can I make it so it is permanent blight? Never mind, there was a building near the test patch and it had blight dispel.
Fifth: Model help
This is a repeating problem. When I import a model to the map, it works perfectly in the editor, like I can see it. But when I test the map, it just appears as a shadow. Can you tell me why this happens? It's already happened with two models that I have tried, but the other imported model that I am using works fine.
Sixth: NPC Immobile
In one section of the map, there is a hero selection square. You have a wisp, called a hero selector, and you can send it into one of the two circles of power for the heroes there to choose a hero. All the triggerwork to create the hero is complete, but I would like to make an example model of the hero to stand in behind the Circles of Power as a preview as to what you are getting. The problem is that I haven't found a way to show the hero. The simplest, and current method of this is to make Brown an NPC, ally him with everone, and make the heroes for it. I was wondering if there was a way I could keep Brown a human player and use Neutral Passive or something. But the hero shouldn't be able to attack (making brown allied with everyone fixed this).
Blue Text = Answered questions
Red Text = Unanswered questions
First: Auras
I need help in making a hero aura that would give, for the first 9 levels, increased attack speed, damage, and run speed. Then on the tenth level it would have to differentiate into giving all the aforementioned bonuses plus an armor boost. Please help.
Second: Multiple shot projectiles
This is a spell for an archer that would increase the amount of arrows that were shot forth by one each level. If you have ever played X Hero Siege and used the Dryad hero, you will know what I mean. An example is: the archer shoots and there are four enemies in front of her. The Multiple Shot spell is level two, meaning she gets two extra arrows. So three arrows would fly out at three different enemies and hit them. I would be grateful to anyone who could tell me how to do this one. Just use the Barrage ability as a model, change it to a hero ability, give it X amount of levels, and change the maximum number of targets for each level.
Third: Attack projectile
This is one I have been trying to make work for a while. The unit is called a Justicar and the model is a regular human knight. The only problem is the attack... projectile I guess. You see, at first what I wanted to happen was that when the knight attacked, it's attack (which is ranged by the way) would be the same thing as the Farseer's chain lightning bolt, minus the chain bounce feature. It would be like he attacks and it shoots a lightning bolt at the target, so his normal attack would be a ranged bolt of lightning. At this point any type of lightning shot would be welcome.
That's all for now, I will add more as they come to me, thank you very much for helping. Okay, apparently there is an attack called "lightning attack," I will check this and confirm in a bit.
Fourth: Blight Disappear at start
Okay, just encountered this problem. When I create blight in the map editor, it disappears when the game starts. How can I make it so it is permanent blight? Never mind, there was a building near the test patch and it had blight dispel.
Fifth: Model help
This is a repeating problem. When I import a model to the map, it works perfectly in the editor, like I can see it. But when I test the map, it just appears as a shadow. Can you tell me why this happens? It's already happened with two models that I have tried, but the other imported model that I am using works fine.
Sixth: NPC Immobile
In one section of the map, there is a hero selection square. You have a wisp, called a hero selector, and you can send it into one of the two circles of power for the heroes there to choose a hero. All the triggerwork to create the hero is complete, but I would like to make an example model of the hero to stand in behind the Circles of Power as a preview as to what you are getting. The problem is that I haven't found a way to show the hero. The simplest, and current method of this is to make Brown an NPC, ally him with everone, and make the heroes for it. I was wondering if there was a way I could keep Brown a human player and use Neutral Passive or something. But the hero shouldn't be able to attack (making brown allied with everyone fixed this).
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