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    posted a message on Skillshot's missile actor lags behind its missile

    Looks like we are trying to do the same thing atm...

    Posted in: Data
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    posted a message on Shoot straight forward when ability is used

    ok first problem solved: i can see the actors now and the right amount of damage is applied.

    If i use Effect-Target it works, wherever i click, the shot is going to where the unit is facing. If i use Effect-Instant it damages the caster. If i set up an offset for the launch location i can move around and shoot by pressing the abilities hotkey, but the shots dont fly to where they should.

    Posted in: Data
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    posted a message on Shoot straight forward when ability is used

    Hello!

    im having some troubles creating an ability id like and it would be nice if someone could help :)

    What i want:

    I want an ability that, when used, shoots a missile into the direction the casting unit is facing. The missile should explode when near an enemy unit or when maximum range is reached.

    What i did:

    • ability (tried effect-instant and effect-target)
    • Button
    • Effects (Launch Missile, Set, Search Area, Damage)
    • Mover (throw)
    • I created actors for missile and explosion (Generic Shooter Missile, ModelAnimationStylOneShot)

    What i get:

    When the ability is used, my unit moves to the target location (in case of Effect - Target) and dies, the missile actor is created and nearly instantly removed.

    Is there any way you could imagine to do this with tha data editor only? I dont want to use triggers.

    Posted in: Data
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    posted a message on Variable has right value - Equation using variable returns wrong value

    Thanks four having a look at this!

    I asked a friend (who is more familiar with the editor than me) sent him the map and we skyped about this for about one hour: still didnt work. We were both quite sure the logic is correct (Units are counted correctly and setting IncrementForRegion to a fix value like ±1 works fine) so I decided not to adjust the capture speed and always use ±1

    Posted in: Triggers
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    posted a message on Variable has right value - Equation using variable returns wrong value

    Hey Bulletbutter

    My system for control points is the following:

    • owner of a region is stored as an integer
    • range 0..30
    • 0..9 menas blue control, 21..30 means red control
    • this trigger checks how many units there are in a region and sets the "incrementForRegion"-variable
    • incrementForRegion is used in another trigger where it is added to the variable storing the ownership (+XX if team 1 is conquering, -XX if red team 0 is conquering)

    In this trigger im checking if there are any units of any team inside the regions (at the moment) and set everything that is needed to adjust ownership. I have to do this periodically because conquering should stop/start but I guess i could have done this with unit enters/leaves region ...

    Posted in: Triggers
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    posted a message on Variable has right value - Equation using variable returns wrong value

    Hey!

    I'm freaking out! I am looking at this for an hour or something but i cant find any mistakes.

    Short explanation what the trigger does: - There are 5 regions on the map wich can be conquered by putting units inside - The more units a team puts inside a region the faster it is conquered (<- doesnt work like it should) - Booleans Red/True store if there are any Red/Blue units inside the region

    Trigger

    Posted in: Triggers
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    posted a message on (Solved) Permanent Unit Selection.

    @willuwontu: Go

    ou right, he didn't deselect.

    Your method should work fine.

    Posted in: Triggers
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    posted a message on (Solved) Permanent Unit Selection.

    @KingRadical: Go

    Wouldn't that cause a loop? Reselecting the previously selected unit deselcts the selected one, starting the trigger again ... or does this not count for it was not the player who was deselecting the unit?

    Posted in: Triggers
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    posted a message on How to make my unit to use his abi

    Im facing the same problem atm, id like my AI units to use their abilities but id prefer to do this without using triggers, as i have lots of them already :P

    Posted in: AI Development
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    posted a message on Victory by approaching a unit with a unit group?

    Maybe too late, but:

    A solution noone has mentioned (and im not sure if this is really working): - Periodically (like every second) check the distance between two points (Comparison - Distance between points) to be smaller than XX. - Point 1: Location of unit you created with triggers - Point 2: Center of Unit Group (Not sure where this is placed, so might not be working as desired)

    Or, maybe a better solution with use of regions: - 'Move region' to target unit (unit moving? periodically move region to unit) - use 'Unit enters region' and 'unit leaves region' events and count units owned by human player inside region

    Posted in: Triggers
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    posted a message on black area and framedrops

    Im having an area that is all black (compare to screenshot) and, as soon as in sight, causing dramatic framedrops. (You should see a cliff instead of darkness.)

    Black area causing framedrops

    Any idea how to fix this? Thanks

    Posted in: Terrain
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    posted a message on Create/Replace/Change local lights with triggers?
    Quote from BasharTeg: Go

    @DemoniacMilk: Go You may also find it helpful to use units instead of doodads for lights.

    Ok, i found a way. Just in case anyone is facing this problem later, here is my solution: - there is a "create model at point" action - In the editors main window, select points (button next to doodad button) and add some - create models at points - to replace, use "kill model" action and create a new model at point

    Posted in: Triggers
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    posted a message on Create/Replace/Change local lights with triggers?

    is it possible to change/replace/create loca lights or light doodads with triggers?

    Posted in: Triggers
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    posted a message on Trigger to find out if there is a unit of Team A / B inside a region does not work

    @SouLCarveRR: Go if i had posted the complete trigger you would have find my mistake i guess :D Thanks for having a look at it anyway!

    Mistake was: I was referring to "triggered region" but had a periodic event (changed this some time ago >.<), so i guess the whole map was the "triggering region" ...

    -- concerning my use of logic: imo it is quite ok for this, because it does the following thing:

    I have an array storing the "ownership" of regions. Values range 0 ... 30, while 0..9 ist owned by TeamA, 10..20 is neutral and 21...30 is TeamB A periodic event adds -1, 0 or 1 to the ownership (min 0, max 30)

    only TeamA inside region: -1 only TeamB inside region: +1 TeamA and B or no units: ± 0

    So it does not make any difference if Red/Blue are false or true if they have the same value ;) - your debug idea is great, i already added some debug text messages but quite ineffective :D

    Posted in: Triggers
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    posted a message on Trigger to find out if there is a unit of Team A / B inside a region does not work

    seems like the problem is located anywhere else.

    I have implemented a hero-selection-system before.

    As long as i did not choose a unit, the trigger works fine. If a unit is created after selection, the trigger is broken. After this units death, the triggers work fine again.

    I'm going to try a few things, if i cant find any solution i will post the complete map ...

    Posted in: Triggers
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