3 years ago

https://store.steampowered.com/news/app/570/view/3640648066072340345?l=english

"Introducing Between the Lanes, a new blog feature where we let members of our development team walk through some of the challenges, bugfixes, and occasional happy accidents we encounter while working on a game as unique as Dota."


Sticky Bombs were based on the classic Techies’ Remote Mines. They’re implemented as a summon of a "npc_dota_techies_remote_mine" — the same base NPC type as the old Remote Mine NPC."

Techies’ Sticky Bombs utilize a “toss”/”chase”/”countdown to explode” sequence that is managed by a series of server-side modifiers (buffs) on the NPC to handle the unit motion and behavior of each step in the sequence. The "chase" and "countdown" modifiers prevented player orders via state flags in the modifier itself. The "toss" modifier prevented many types of player commands as a result of being a motion controller, along with the nature of the npc_dota_techies_remote_mine itself (specifically, that the NPC has AttackCapability DOTA_UNIT_CAP_NO_ATTACK).



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