Gordon's QT

Sir Gordon

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} #15 Sir Gordon
Ziggy posted a similar trigger, just use tomes that increases the damage / armor / speed etc?

Question 11: Yes. Vex's Optimizer and Widgetizer. Lazy to give ya the link. :p

alright, thanks :)


I'm desperate for question 1, though.
 

averes

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Question #13: If you know what ability you want to be reset, you can just have "When X ability is cast"
"Remove Y ability from casting unit"
"Add Y ability to casting unit"

You can save the level of the ability in a variable and then set it to that level afterward. Atleast, that should work XD

Question #14: I'd do this using a periodic timer, so something like this:
Every 5 seconds get the unit that has the abilities max hp - current hp and save it to a variable. When the unit casts the spell, deal (variable/100)*50 that doesnt account for decimals. I can write up a trigger of this later if youd like =)
 

AgentPaper

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2. How can you increase a unit's armor/range (not aquistion range)/ attack speed/ damage via an action command? - if it can't be done just say so -
This can't be done. You can add it with item abilities, and you can even set up a flexible system that lets you have any value up through a few thousand bonus or negative, but you cannot add stats other than strength, agility, and intelligence through triggers.

5.How much might be the values in an object editor ability (such as: Chain Lightning, Earthquake, Generic Summon abilities) that make WE crash? - e.g 9999 targets hit?? -

Setting something like that won't crash the game unless you have numbers in the hundreds of thousands, and the actions all go off at the same exact time. Of course, this is variable depending on the type of action, and the computer that has to do it. Much more likely this might make a game lag online, which will happen much more quickly, but still, requires testing.

One thing I can say for sure, is that I've never seen lag or crashing from merely a modified ability, only from triggers. (Usually infinite loops) You'd be suprised to see how much a computer can handle when it comes to big numbers.

10. Could you show me some generic ways of reducing lag?
Have less units, less buildings, less effects going off at once, basically less models on the screen at one time. In maps with a lot of triggers, having less, or better no memory leaks, will make a huge difference. A memory leak is when you create a variable of some type, like a unit group, and then don't delete it after using it. I would suggest doing a search for this if you want to know more, especially if you have a big map with a bunch of stuff going on.

12. What does a "splatter" do?
I'm not sure what you mean here. Do you mean the "ubersplat" trigger actions? I would recommend doing a search of the forums for this, as I have never used them. If you can't find anything, then you should test them out on your own, at least until someone answers this.

14. I know you can do things depending on a unit's health, but could you show me a trigger that makes a unit damage another unit for 50 dmg for every 100 health lost in the last 5 seconds? (that's an example ability)

First, you would have to make a trigger to keep track of that unit's health. There's a few ways to do this, and which is best depends on how many of that unit there are. After that, you just increase the attack power of the unit accordingly with abilities. If you want me to go into more detail, you'll have to tell me what you need more specifically, but this is generally how it would be done.
 

Sir Gordon

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2/5/10 thank you so much :)

12. Yes, I mean an ubersplat :eek:

14. Hm, let's make it more specifically then:
I would like a trigger where an ability which lasts 5 seconds, deals 50 damage per second to the target, and at each second deals 20 bonus damage for every 100 health points lost.

If you ask me, it sounds like a DotA maledict, only it's not AoE.
 
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