DrinkSlurm's Question Thread (Hero Map)

DrinkSlurm

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Hello. (My first post on this site.) Here are some questions I have about this map I'm currently working on.

1. What genre would this map be considered as (to help me choose a name for this map)?

This map is for 1 to 8 players. Each player chooses and controls 1 Hero. The players all work together cooperatively. The goal is to protect their base (allied, computer-controlled Player 9) at the bottom of the map, while eventually making their way to the top of the map to eliminate the enemy (enemy, computer-controlled Player 10).

I don't play too many Hero-type maps, so I don't know the genres. Would it be "Hero Siege" or "Hero Arena" or something?

1. Solved.

2. How can I make certain items usable only by a particular player? Like for example, say when the players kill a mid-boss they get a reward. The mod-boss drops a bunch of tomes on the ground, one for each player. How can I make sure that each player can take only one tome? (I'll probably want to tint each tome to match the color of each player.)
2. Solved.

Thanks.
 

DrinkSlurm

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2. Use triggers.....

Can you be more specific? Like what kind of action would I use?

I'm thinking maybe: setting the custom value of each tome as it is dropped and comparing the custom value to the player number. If a player tries to pick up the wrong tome, then.... what action? Order unit to stop?

Also, what event would I use? A unit uses an item? would that work?
 

master maste

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your custom value thing wont work if you want some heros to share certain items. . . unless you create a different item for each player.
 

DrinkSlurm

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your custom value thing wont work if you want some heros to share certain items. . . unless you create a different item for each player.

I would only set the custom value for these particular tomes that drop from the mid-boss. None of this would apply to any other items in the game.
 

Knocksious

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why not just make it, so that when the hero uses one of the tomes, they are teleported back to the main base

OR, you don't even have to do that, you can just do something like
when midboss dies
create one midbosstome and give it to (allies of (killing unit))
or something like that
 

DrinkSlurm

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why not just make it, so that when the hero uses one of the tomes, they are teleported back to the main base

OR, you don't even have to do that, you can just do something like
when midboss dies
create one midbosstome and give it to (allies of (killing unit))
or something like that

I want to encourage teamwork, so here is my idea for this whole thing. Let's say there are 7 players in the game. 5 of them are working together to kill the midboss, while the other 2 are AFK, back at base, off doing their own thing somewhere else, whatever. When the midboss dies it drops 7 tomes, one for each player in the game. But if the tome is not used in, say, 5 seconds, it disappears. That way, anyone who didn't participate in the fight misses out on the tome.

Edit: Also, anyone who was careless and dies in the fight misses out on the tome too, because they have to wait to respawn back at base.
 

DrinkSlurm

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Oh, wait. Your suggestion could work just fine if I... Pick all Units within whatever range of dying unit and give tome to picked unit.

Thanks.
 

DrinkSlurm

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New question:

3. Is there any way to change a unit's Priority via triggers? Here's my idea: I thinking of having an unique item in my map that designates the holder as the "Party Leader." It will give a small bonus (like +100 life and +2 armor, or something like that) and, if possible, give the hero a higher Priority number. That way enemies will treat the Hero as a higher priority target in battle.

(That is the way Priority works, right?)

Edit: I thought I had a solution (inadvertently inspired by another recent thread): Give all Heroes the "worker" classification, then use the Party Leader item to remove the classifcation when worn. It works, but has unwanted side effects. There is the idle worker icon that shows up when the worker-Hero is doing nothing (a minor annoyance that I might be able to live with), and the fact that workers do not auto-acquire nearby enemy targets (a much bigger problem).

So does anyone have any suggestions?

3. Solved.
 

DrinkSlurm

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Bump plus new question #4.

4. I'm having a bit of trouble with a custom unit ability I made based off of "Item Attack Corruption Bonus." When I tried to disable the ability in a trigger:
Code:
Player - Disable Corruption Attack (hidden) for (Picked player)
...the ability is still enabled.

I even retried in an isolated test map. There was nothing else happening except the custom ability and a couple of simple triggers to enable and disable the ability. It just does not want to disable.

Anybody know what's going on?

4. Moot.
 

Doom-Angel

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are u sure u used picked player correctly?

try giving us the whole trigger
 

gref

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>Question 4
Why don't you remove the ability from the unit? Instead of trying to disable it for the player.

For Question 3, you could make it so that every time the leader hits or every x seconds, theres a chance that the leader aoe taunts. (That would make him a higher target...and make teamwork more important.)
 

DrinkSlurm

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Regarding #3, that's a great idea, gref. I'll try it and see if it works.

Regarding #4, I originally didn't want to add/remove the corruption ability because I didn't want the icon to show up. So I was using disabled spell books and enable/disable the corruption ability for player.

Anyway, the whole point may be moot now, though, because the corruption bonus doesn't combine well with other abilities I wanted to add. So I may just scrap the whole corruption thing.

Thanks to you both for the help.
 

DrinkSlurm

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For Question 3, you could make it so that every time the leader hits or every x seconds, theres a chance that the leader aoe taunts. (That would make him a higher target...and make teamwork more important.)

I just tested this and it works great. To make sure that the Taunt interrupted the Hero as little as possible, I just had to set the "Art - Animation - Cast Backswing" and "Art Animation - Cast Point" values for all my heroes to 0. Thanks.
 

DrinkSlurm

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5. Is there any way to make a particular spell (Spell Book) not be affected by Silence? I have a custom Spell Book ability that is just for viewing the Hero's passive abilities. Ideally, the player should be able to open their Spell Book to look at their passives even when silenced.
 

DrinkSlurm

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6. How do you detect if a unit is idle, not doing anything?

Code:
(Current order of (Picked unit)) Equal to (Order(____))

What should go in the underlined part?
 

DrinkSlurm

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7. (Hopefully without having to do any importing of custom models and such) Is there any way to use the Spirit Walker model in ethereal form, but not have it actually be ethereal? In other words, I want the unit to be able to attack and be able to take physical damage just like normal, but I want it to look ghostly like that.
 

Knocksious

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just make it ethereal, but make it's attack type magic. I think that'll work. maybe not though... I forget how that particular buff works
 
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