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Bug with Warphead's teleport
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Bug with Warphead's teleport
I think the move is called " 'Ere we go! ", but the thing that causes units in an area to swap positions (or crits to make them all gather around warphead) can make enemies get stuck inside immovable objects, such as bases (namely, the biggest problem I had was getting the strongest enemy stuck in his main castle thing during a final assault, making it impossible for that hero to retaliate to anything.
Also, I got myself stuck in between trees this way, though I was able to reuse the move to get out. However, an enemy in that situation could be stuck there until someone kills them.
Otherwise, the hero seems good/balanced/fun.
I have to admit it's funny having the teleport move go off and critical off of a normal attack, resulting in everyone suddenly being gathered around you. I usually am as surprised as my enemy
Also, I got myself stuck in between trees this way, though I was able to reuse the move to get out. However, an enemy in that situation could be stuck there until someone kills them.
Otherwise, the hero seems good/balanced/fun.
I have to admit it's funny having the teleport move go off and critical off of a normal attack, resulting in everyone suddenly being gathered around you. I usually am as surprised as my enemy

Fromundaman- Moderator
- Posts : 910
Join date : 2009-07-24
Re: Bug with Warphead's teleport
lmao yes i love the randomness of the warphead XD
the thing with that is, its gota work like that.
right now it uses SetUnitX and SetUnitY (which just sets the units exact x,y coordinates) so it doesnt actually 'move the unit' which allows them to exist where they shoudlnt be able to (in other units/buildings/terrain) so if they are surounded by places they cant move, they get stuck. however, if u use SetUnitPosition, then it interupts channeling spells, which i dont want it to do cause of moving allies...
the thing with that is, its gota work like that.
right now it uses SetUnitX and SetUnitY (which just sets the units exact x,y coordinates) so it doesnt actually 'move the unit' which allows them to exist where they shoudlnt be able to (in other units/buildings/terrain) so if they are surounded by places they cant move, they get stuck. however, if u use SetUnitPosition, then it interupts channeling spells, which i dont want it to do cause of moving allies...
_________________
warning! very-stubborn, sarcastic, self-important, argumentative developer detected!
And unto the masses, He doth spoke:
"Behold The Stuff! It Is Good!"
And the Stuff was good.
Heroes:
Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)
Re: Bug with Warphead's teleport
Hmmm... in that case, would it be possible to include some sort of command that could get them 'unstuck'? (I don't know how these codes work at all, so maybe it's not.)
Fromundaman- Moderator
- Posts : 910
Join date : 2009-07-24
Re: Bug with Warphead's teleport
yes it would be very possible. ill do that
_________________
warning! very-stubborn, sarcastic, self-important, argumentative developer detected!
And unto the masses, He doth spoke:
"Behold The Stuff! It Is Good!"
And the Stuff was good.
Heroes:
Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)
Re: Bug with Warphead's teleport
Great! That works then. Just didn't want people quitting because they're stuck in a tree a whole game or something.
Fromundaman- Moderator
- Posts : 910
Join date : 2009-07-24
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