There are like 18 bases on the map with varied entrances. On creation of a hostile, the first thing done is to determine what corner its in. Once thats done, tis sent to the closest corner of a random claimed base. Once its sent to the base checkpoint (chokepoint), its sent through a loop around the base. (thats about as far as i've gotten, ill add the rest once im done.) My current trigger isnt working to well. Im getting 3 problems
First two are 2 errors.
1) Error in EnterCheckpointFunc: Could not get "region" from parameter in 'RegionContainsPoint' (value: 0)
2) Error in EnterCheckpointFunc: Could not get "point" from parameter in 'OrderTargetingPoint' (value: 65535)
X 3) Mobs that aren't involved in the mix are getting thrown in (belonging to player 15)X
(3 is due to one of the checkpoints being [0][0] and since those are unit custom value defaults, theyre getting in. Ill fix that when needed
Unit Custom Value 23 is the base sent to (-1, so Base 1A would be 0 and Base 1B would be 1)
Unit Custom Value 24 is the base corner (0 is topleft, 1 is topright, 2 is bottomleft, 3 is bottomright)
Unit Custom Value 25 is how many checkpoints the unit has been sent to
Unit Custom Value 26 is the # of the checkpoint sent to
So.. anyone got a clue? lol
its pretty messy. when i get around to it, i'll assign the custom values to variables so its neater
I have not taken a closer look to your code. Quote: "[...] its pretty messy [...] I am afraid to agree to you at this point. But from the error message(s), I guess ...
the point is not initialized or
the point is set to "no point"
the region checks breaks because of 1. or 2.
To track down the bug
insert a few debug routines to print the coords of the points before you are using them.
include a fail back in the debug routine for the cause of "no point"
ok, the errors are linked to different errors that ill catch later. anyway i have a problem with this. If i wall correctly in some bases, the units will bar up at cliffs near the entrance rather than going in the correct route. Is there a way to make the creeps, idk how to explain this but, make it so they ignore buildings and take the path they would take as if there was no buildings blocking?
I don't know, if this is working, you have to try it out:
There is function that calculated the pathing costs ("Pathing cost between p<sub>1</sub> and p<sub>2</sub>")
If this function is considering blocking buildings and
you make the trigger especially designing for this special map
you can do the following
If the function returns a value that exceeds a threshold (or returns 0 or -1 or soemthing like that)
you know that the way is blocked
than you could change the order to a different one to gather at a different position / attack at a different position / ... something like that.
If the function does not work for your problem ... I remember to have read about a TD map making problem with the creator try to prevent players to wall in. I can't find the thread now. But the "solution" was to creat a dummy unit that checks the path by trying to run from p<sub>1</sub> and p<sub>2</sub> with speed of light. If the dummy can't find a way, then there was no way: And the last created tower was removed to cancel the wall in.
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Ok, heres basically how this works
There are like 18 bases on the map with varied entrances. On creation of a hostile, the first thing done is to determine what corner its in. Once thats done, tis sent to the closest corner of a random claimed base. Once its sent to the base checkpoint (chokepoint), its sent through a loop around the base. (thats about as far as i've gotten, ill add the rest once im done.) My current trigger isnt working to well. Im getting 3 problems
First two are 2 errors.
1) Error in EnterCheckpointFunc: Could not get "region" from parameter in 'RegionContainsPoint' (value: 0)
2) Error in EnterCheckpointFunc: Could not get "point" from parameter in 'OrderTargetingPoint' (value: 65535)
X 3) Mobs that aren't involved in the mix are getting thrown in (belonging to player 15)X
(3 is due to one of the checkpoints being [0][0] and since those are unit custom value defaults, theyre getting in. Ill fix that when needed
Main periodic trigger:
Create Units
Unit Custom Value 23 is the base sent to (-1, so Base 1A would be 0 and Base 1B would be 1) Unit Custom Value 24 is the base corner (0 is topleft, 1 is topright, 2 is bottomleft, 3 is bottomright) Unit Custom Value 25 is how many checkpoints the unit has been sent to Unit Custom Value 26 is the # of the checkpoint sent to
So.. anyone got a clue? lol
its pretty messy. when i get around to it, i'll assign the custom values to variables so its neater
I have not taken a closer look to your code. Quote: "[...] its pretty messy [...] I am afraid to agree to you at this point. But from the error message(s), I guess ...
To track down the bug
ok, the errors are linked to different errors that ill catch later. anyway i have a problem with this. If i wall correctly in some bases, the units will bar up at cliffs near the entrance rather than going in the correct route. Is there a way to make the creeps, idk how to explain this but, make it so they ignore buildings and take the path they would take as if there was no buildings blocking?
@illidans911: Go
I don't know, if this is working, you have to try it out:
you can do the following
If the function does not work for your problem ... I remember to have read about a TD map making problem with the creator try to prevent players to wall in. I can't find the thread now. But the "solution" was to creat a dummy unit that checks the path by trying to run from p<sub>1</sub> and p<sub>2</sub> with speed of light. If the dummy can't find a way, then there was no way: And the last created tower was removed to cancel the wall in.