is there a way to make horse units attack heavier when they first hit the enemy units coming running?
or because myth units stop to hit it is impossible?
it would be cool to make the first crash of a horseman against an infantry unit heavier than the rest of the hits the horseman inflicts on the latter.
thanks!
Mounted units velocity attack - attack proportional to speed
- William Wallet
- Posts: 1494
- Joined: Tue Mar 30, 2004 9:40 am
- Location: Perth Australia
- Contact:
This is something I was always dying to see in Myth - momentum having an impact on unit damage. Unfortunately I don't really see it being possible.
At least, you wouldn't be able to repeat it. You could have a mana or ammunition based attack, that goes off just a little further away from your unit than the regular melee strike. Then, once the mana runs out (you can make it so it doesn't recharge if you like) they'll just use the regular attack.
Sounds hokey I suppose... it really wouldn't compete with an actual momentum attack I suppose.
At least, you wouldn't be able to repeat it. You could have a mana or ammunition based attack, that goes off just a little further away from your unit than the regular melee strike. Then, once the mana runs out (you can make it so it doesn't recharge if you like) they'll just use the regular attack.
Sounds hokey I suppose... it really wouldn't compete with an actual momentum attack I suppose.
Okay I got the models but now I'm too dumb to do anything with 'em
Main momentum attack - double dmg with full mana
Secondary attacks - use 1/4 or 1/3 of mana for each blow. This way you cant attack with the main one unless you stop fighting(which means retreating) then coming back in a few seconds later.
Give a very fast animation for the main one, like one frame and very fast tick between frames(0) this way the dmg dealt is at the exact same time it hits the unit. You can have "is propelled" and it would send the units flying away
Try with these settings and im pretty sure you can achieve something great
Secondary attacks - use 1/4 or 1/3 of mana for each blow. This way you cant attack with the main one unless you stop fighting(which means retreating) then coming back in a few seconds later.
Give a very fast animation for the main one, like one frame and very fast tick between frames(0) this way the dmg dealt is at the exact same time it hits the unit. You can have "is propelled" and it would send the units flying away
Try with these settings and im pretty sure you can achieve something great
- William Wallet
- Posts: 1494
- Joined: Tue Mar 30, 2004 9:40 am
- Location: Perth Australia
- Contact:
If you use gas to determine whether a trample effect does damage you might get some unexpected results, I think Thrall (and maybe other undead units?) are resistant to gas (logically maybe because they don't breathe?)Zeph wrote:yes, hiding blue bar is a good idea william
The main trample attack could also be an area of effect so it could bump a bunch of units at the same time, make sur cavalries are immune to that kind of dmg(use gas for example)
Lots of Myth stuff at http://mythgraveyard.org.
Sometimes I put hard to find stuff in my my Udogs folder.
Sometimes I put hard to find stuff in my my Udogs folder.