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    posted a message on Where is the Ghost EMP damage Radius?
    Quote from Bilxor: Go

    @RAJOD: Go

    Not exactly sure what you're referencing because EMP doesn't have a damage effect at all but I'm assuming you mean the Modify Unit effect that removes shields and energy. The visuals are set up in the actor and splat, which are totally independent than the size of the actual Search Area. There's a flag in the Search Area actor called Debug Radius or something similar which is off by default. If turned on, it will flash on screen to show you the exact size of the Search being done. You can make the visual actor that triggers when the Seach Area effect is created as big or as small as you want. It takes some guess-check-revise style work if you're creating or editing an ability and want an AOE type actor (like for EMP) fit the actual search radius exactly.

    Yes that is what I meant, EMP is an offensive spell that is especially useful against Protoss removes shields or does damage to them.

    I was able via trial and error to get the visual radius of the effect to match the radius of the effect. That was before I read about the dubug flag, that would have helped. Thanks!

    I tried to find that debug flag but I don't see it. Take a look, is it one of these?

    debug ghost emp

    Posted in: Data
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    posted a message on LAG Kills Lag reducers for maps with high unit counts

    Another lag reducer.

    Most maps are set to auto save replays. Lets say you have 8 people playing and there is 800 units on screen fighting.

    For each player (8 of them) data has to be sent to blizzards servers then to their computer for the replay. In a already lagged situation this just adds more net lag.

    I turned it off and found a 10-20fps increase. Areas were people would be getting 10 fps are now getting 20-30 fps.

    Give it a try.

    Posted in: Data
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    posted a message on Where is the Ghost EMP damage Radius?

    oh for some reason blizzard set the Model radius to be different.

    The emp default is set to .6 scale of the model and 1.0 for the actor. The default model impact effect is set to .5 radius with art scale set to .6/.6/.6 XYZ axis

    This results in a emp visual on screen effect much smaller than the 1.5 default radius of the actual effect. Makes no sense to me.

    I don't know why blizzard choose theses values as it would seem the on screen visuals of .5 radius at less than 1 scale would make the on screen visual radius look smaller than the actual area it effects.

    Posted in: Data
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    posted a message on Where is the Ghost EMP damage Radius?

    After some testing it does appear that the EMP search also controls the area of damage.

    But.. even when I changed this to a value from 1.5 to 30 the visual effect remained at 1.5 but it did do damage in a 30 radius circle.

    So now Need to figure out how to make the animation of the EMP round match the 30 radius.

    Posted in: Data
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    posted a message on Where is the Ghost EMP damage Radius?

    Ghost EMP

    I looked all over in the ghost settings and I only found a radius in the EMP search area effect. It is set to 1.5.

    I am not sure I understand how this works.

    It makes it sound like it searches around in a 1.5 radius which is a small search area for looking for targets.

    Is this search radius the same as the damage radius of the EMP missile?

    Lets say I want the EMP round to damage in a 10 radius circle. Where would I find that value?

    I am looking for the DAMAGE radius not a search radius.

    Anyone here have a clue?

    Posted in: Data
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    posted a message on Flag Always Threat To Attackers vs Attack Priority

    One more question on attack priority.

    Are sentry hallucinations attack priority 20? Is it just adopted from the real unit? I can't seem to find it for the hallucination itself so I am not sure what the attack priority of them is or how I would change it If I needed to.

    Posted in: Data
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    posted a message on Flag Always Threat To Attackers vs Attack Priority

    I'm not quite understanding how some of the AI flags work.

    All my units at set with attack priority of 20. If I were to set one to 19 that unit will be ignored if there are other priority 20 units around it.

    But units like the widow mine. When it is burrowed AND detected it will be shot just like any other unit. Its attack priority is 20 same as a tank.

    But when you have a bunch of window mines in front of tanks, they attackers will not shoot the widow mines they will walker right over them to shoot the tank. They behave as if their attack priority is lower like 1.

    But if I set Always Threat To Attackers unit Flag for window mines to be on. Then they do get attacked first if in front of tanks.

    So does setting that flag make the attack priority 20? It seems to over ride any attack priority setting. Other units do not need this flag set. Maybe because they shoot projectiles. So if a unit does not shoot then the AI attack priority does not work? Meaning its not considered a threat. Only when they shoot do they become a threat and then the AI uses the attack priority value of 20.

    The units that seem to need this forced flag are burrowed window mine and swarm hosts. Why? Maybe because a burrowed swarm host is not a threat? But if there are no units around it will be attacked so it seems to be a prioty thing. Yet the AP is set to 20.

    Can someone please explain how "Always Threat To Attackers" seems to overide attack priority settings. Or maybe just how the AI works with threats.

    Thanks

    Posted in: Data
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    posted a message on Hight Templer AI in Data

    @RAJOD: Go

    I think it has to be marked using a Buff. I'll figure it out.

    Posted in: Data
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    posted a message on Hight Templer AI in Data

    @fishy77: Go

    Thanks that is the part I am not so clear on. How do you MARK the target with the HT storm? Is there a checkbox that says "Any unit that gets stormed" is marked as stormed for 10 seconds?

    Posted in: Data
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    posted a message on Hight Templer AI in Data

    Is it possible using the validators in the data section to make two high templers not storm the same targets? i do not want to resort to triggers.

    A validator like Target is not being stormed would do it.

    Posted in: Data
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    posted a message on How to add a clickable link to the Map Property info

    I figured it out on my own.

    I am not sure why it was not clickable before. I re-pasted it in the editor in the same map info properties area of editor and re saved it and it started working. Must have been a hidden character preventing it not sure. Damn Editor is glitchy

    battlenet://starcraft/group/1/3452345

    Posted in: General Chat
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    posted a message on How to add a clickable link to the Map Property info

    Hmm, maybe this question is harder than I thought, pretty much stumped everyone in the map making world.

    Posted in: General Chat
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    posted a message on How to add a clickable link to the Map Property info

    The website link area does work in the map/battlenet info/general that will show up at the bottom of the map overveiw details area.

    But....

    Putting links for groups that are clickable in the body text eludes me. I put the proper links in but they show up as non clickable text when I test the map.

    Here is a working one. His show up as white clickable links. If I type the same thing in the editor area they just show up as blue text non clickable. Anyone know what the trick is?

    Working body links

    Posted in: General Chat
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    posted a message on Lobby Player Fill order

    We have two maps one is using HOTs dependancies the others is using non hots or sc2 original units.

    Its a 3 on 3 game 3 slots top 3 on bottom.

    In the non hots version when players enter the lobby.

    1 - Player 1 joins (Slot 1)

    2 - Player 2 Joins (Slot 2)

    3 - Player 3 Joins (Slot 3)

    4 - Player 4 Joins (Slot 4)

    5 - Player 5 Joins (Slot 5)

    6 - Player 6 Joins (Slot 6)

    The will fill lobby from top to bottom in order.

    In the HOTs version the lobby fills

    1 - Player 1 joins (Slot 1)

    3 - Player 3 Joins (Slot 2)

    5 - Player 5 Joins (Slot 3)

    2 - Player 2 Joins (Slot 4)

    4 - Player 4 Joins (Slot 5)

    6 - Player 6 Joins (Slot 6)

    Not sure why the first team does not fill first like in the non hots version. The only drawback is within the game the order of allied players is jumbled instead of Team 1 (3 players) team 2 (3 players)

    The issue seems to stem from the order the lobby fills.

    any ideas on how to force the lobby to fill a certain way?

    Posted in: Triggers
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    posted a message on UI Errors, Bugs and Fixes

    I checked "special used" and its max stack was set to 65,000 all i did was change it to 400 and the error is gone.   But I really don't know what the max stack should be set at.   I guess I don't understand what the stack value is for and how to figure out what the max value should be set at.  Why cap it etc.

    Thanks

    Posted in: UI Development
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