Posted: Thu Apr 22, 2004 8:38 am
Just got a few things to ask any PC map-maker out there who has played around with the 1.5 features. I cannot as I am a Mac, man I hate having Windows players able to do stuff Macs can't
Flaming death
I'm sure most map-makers jumped out of their skin when they heard about the new flaming death projectile group, wondering immediately how they can cram as much fire into a single map as possible.
Well, I am wondering, what takes precedence, the fire or the damage? As you may know if a unit suffers an amount of damage greater than its hard death value and as a result dies, it will break into pieces (the exploding PRGR), if it suffers less than this value then it will instead die a 'soft' death.
However, if a unit were to die from a flaming attack that causes more damage than the hard death value, would they use the flaming PRGR, or the explosion PRGR? I'd like to know this for something nifty I want to try and do
Attacks that suck
Say I have an attack like the warlock's ring of fire which causes constant damage, and which has a very large, negative value for damage to velocity, and this attack is set off somewhere (most likely a short distance off the ground). Will this attack draw all projectiles to its centre and hold them there, or will they fly towards and past the centre, perhaps being pulled back toward the centre a second or third time?
Also, does this damage to velocity appear to be constantly applied? If it is then every time the projectile is pulled toward the centre it will be getting faster and faster to the point it will eventually be moving so fast that it will 'break out', ie it will be going to fast for the damage to velocity to pull it back in again, and as a result will go flying away.
Flaming death
I'm sure most map-makers jumped out of their skin when they heard about the new flaming death projectile group, wondering immediately how they can cram as much fire into a single map as possible.
Well, I am wondering, what takes precedence, the fire or the damage? As you may know if a unit suffers an amount of damage greater than its hard death value and as a result dies, it will break into pieces (the exploding PRGR), if it suffers less than this value then it will instead die a 'soft' death.
However, if a unit were to die from a flaming attack that causes more damage than the hard death value, would they use the flaming PRGR, or the explosion PRGR? I'd like to know this for something nifty I want to try and do
Attacks that suck
Say I have an attack like the warlock's ring of fire which causes constant damage, and which has a very large, negative value for damage to velocity, and this attack is set off somewhere (most likely a short distance off the ground). Will this attack draw all projectiles to its centre and hold them there, or will they fly towards and past the centre, perhaps being pulled back toward the centre a second or third time?
Also, does this damage to velocity appear to be constantly applied? If it is then every time the projectile is pulled toward the centre it will be getting faster and faster to the point it will eventually be moving so fast that it will 'break out', ie it will be going to fast for the damage to velocity to pull it back in again, and as a result will go flying away.