Bash ability is bugged?

Vicboy

Ultra Cool Member
Reaction score
44
My project uses this recoil system using Bash and Bash's Chance to Miss factor.

I made 100 levels of this Bash and each level is 1(x)% Chance to Miss. x = level of ability.

But the thing is... When the bash is set to level 70(?) or above, it stops the Chance to Miss factor.

Which is practically worse cause you're suppose to have 70% chance to miss at that point.

Can anyone help?
 

Scary Nachos

Castro flashing Gang Signs!
Reaction score
45
Maybe.... because the higher the level the more unlikely to miss? Maybe you should check some crap under Gameplay Constants. That might help a bit... But i dunno.. i dont know what im doing :p just saying random stuff
 

ThePlague

New Member
Reaction score
14
wow nice looking map.

I have no idea why the game would do that with bash and miss. Although I remember bash has a true/false category called "never miss" any chacne u enabled it for some levels?


As an alternate solution you could always trigger the stun from bash.
 

Akolyt0r

New Member
Reaction score
33
maybe its related to the really high level of the ability ...you could try to make 2 abilities with 50 levels each ...
 

Scary Nachos

Castro flashing Gang Signs!
Reaction score
45
maybe its related to the really high level of the ability ...you could try to make 2 abilities with 50 levels each ...
Doesnt he want one abbility? and if he does want it liek that, then increase the damage on the higher levels?
 

Vicboy

Ultra Cool Member
Reaction score
44
I am trying to do the 2 abilities for 100 levels thingy.

I'll keep this shit updated.
 

Scary Nachos

Castro flashing Gang Signs!
Reaction score
45
You could just trigger the bash untill 100 levels? a triggered abbility might be different than just an abbility?
 

kingkwong92

Well-Known Member
Reaction score
25
-A unit is attacked

-level of bash of attacking unit greater than 0

-set bash_point = position of attacking unit
-random number between 1 and 100 greater than to unit level of bash
-create 1 dummy for owner of attacking unit at bash_point
-add 3 second generic timer to last created unit
-add curse to last created unit
Custom script: call IssueTargetOrderById(bj_lastCreatedUnit, 852190, GetAttackingUnit())
Custom script: call RemoveLocation(udg_bash_point)

Set curse chance to miss as 100%
852190 is the order ID for curse
Hope that helps
 

Vicboy

Ultra Cool Member
Reaction score
44
Hmm... Curse does have a chance to miss...

But I heard it bugs on multi level?

Anyway, I'll see...
 

kingkwong92

Well-Known Member
Reaction score
25
You don't need multi levels. Just have 1 level curse with 100% miss. The trigger calculates if it misses or not.
 
General chit-chat
Help Users
  • No one is chatting at the moment.

      The Helper Discord

      Staff online

      Members online

      Affiliates

      Hive Workshop NUON Dome World Editor Tutorials

      Network Sponsors

      Apex Steel Pipe - Buys and sells Steel Pipe.
      Top