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    posted a message on Point is Passable / blocked Pathfinding

    @ImperialGood: Go

    Quote from ImperialGood: Go

    Quote:

    What you mean with Path system? Where can i find it and change it? Or do you mean the Path finding which needs to be drawn on the map manually? This doesnt help in any way i guess because its not flexibel and only marks the spots where units cant walk.

    I mean all the natives declared under the "Path" header. They draw an approximation of the route a unit will take between two points or to get to another unit.

    Where? In the Trigger window? Dude i really dont know what you are talking about, be more specific please :D

    Posted in: Triggers
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    posted a message on Point is Passable / blocked Pathfinding
    Quote from Forge_User_04585675: Go

    Suicide AI should hunt for the nearest unit and chase them until death. If visibility is an issue then give them god vision (no fog all revealed). If suicide AI is not working (you can test it in a simple map) then you need to try around until it does.

    The Creep is Player 15 = Enemy. When i set it on Computer, my whole Map does not work anymore, the Triggers are not running for some reason.

    Quote from Forge_User_04585675: Go

    The mesh based pathing system supports that and is what units use to navigate.

    So any way i can change it or this helps me with my problem? ^^

    Quote from Forge_User_04585675: Go

    However I think the triggers do not accommodate collisions. They instead think the unit has 0 width so find any line that can reach the target point. This is why it is not very useful for this situation.

    Yes thats what i noticed too ;)

    Quote from Forge_User_04585675: Go

    Path system does support unit size. However that appears to be purely visual only (not sure if you can get failures).

    What you mean with Path system? Where can i find it and change it? Or do you mean the Path finding which needs to be drawn on the map manually? This doesnt help in any way i guess because its not flexibel and only marks the spots where units cant walk. :(

    Thing is, i got some pretty well working triggers, i dont like the idea to change everything :(

    I just want the Creep to know if a unit do bunker them self up and is unreachable without having a pathfinding that is so small that it takes every gap to reach the unit, even when the unit cant go through it itself (thats what i would call a good definition for a "path", when there is "somone", able to go through that path, otherwise its not a path xD). Thats all... Bonus = Would be good if the Creep does not take the shortest way to a unit and stand infront of the unit downside the cliff and doing nothing. Would be good if they go the longer distance to go up that cliff to reach the unit.

    Any Idea?

    Posted in: Triggers
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    posted a message on Point is Passable / blocked Pathfinding

    Hey guys i still need help.

    I did a work around where i do count the distance between 2 points. If there is no path, it will automaticly set the distance to something around 6555 So right now i check if the distance is bigger then 6500 then i know the path is blocked.

    BUT THE PROBLEM = the pathfinding seems to be a very thin line, which finds ways/paths which are not passable for units itself. This is kinda stupid :D So a work around would be to use the PATHFINDING tool and mark every possible corner which is glitchy to the pathfinding even when units itself cant pass it. But its kinda annoying work + it will do small down the place units can move on itself since this tool stop units from walk on.

    A better work around would be to make invisble pathfinding line a little bit bigger. So it wont find a path through every pixel.

    Anyone knows where i can increase the thickness or something like this? :/

    Posted in: Triggers
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    posted a message on Point is Passable / blocked Pathfinding

    @ImperialGood: Go

    Hey thanks for another post :)

    I did delete the periodic attack to nearest unit from creep.

    I did add:

    KI - start KI for every computer controlled Player

    KI - all units from Player 15 : Suicide

    but they dont move. Does they only suicide when they see another unit? Or will they follow me over the whole map no matter how far away they are?

    This is the first time i work with KI, is this the correct way?

    I need them to follow me no matter where my unit is, and if the way is blocked, then attack the building.

    Posted in: Triggers
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    posted a message on Integer in Dialog

    @ImperialGood: Go

    Ya your right i can just add a new line, but as i said, i can only go like "TEXT" + "INT" and not "TEXT" + "INT" + "TEXT" right?

    Mmmmh yes, if you define my knowledge about computer out of this one then i dont know how computers do work :D

    Anyway, as i said it seems to work that the dialog read the value on that field everytime he creates the Dialog item. So what is your point anyway? I dont want to discuss about the logic of a computer now. It does work so why not read direct from an integer, instead of the database value?

    So you want to tell me, that it is possible to change a values number by an update, which is readable by the dialog, but the dialog couldnt read a value which is in the trigger editor instead of the data editor? Doesnt sound logic to me...

    Posted in: Triggers
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    posted a message on Point is Passable / blocked Pathfinding

    Heyho me again,

    tried alot and searched alot of posts here but not find any solution.

    Right now i have creeps attacking the nearest units to them automaticly.

    When the Units go up the Cliff, sometimes the creep just walk infront of the cliff and do nothing, cause the point to stand right beside the units with the cliff between them is more close then the walk up the cliff. This is a problem but not the main one.

    The main Problem is when Units do wall them self of, specially on cliff.

    What i need is to check if the creep can reach the units by just walking or if the way is blocked.

    I tried several things with: Point is passable = Doesnt seems to work, When its Not passable i order the creep to attack buildings, but they dont target them. Pathfind type at point doesnt seem to work too, i tried ground,building,cliff and even unpassable.

    does anyone have a good idea how i just can check if the way from one and another unit is blocked by a building? Thats all i need :/

    Posted in: Triggers
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    posted a message on Integer in Dialog

    @rutegar: Go

    Hey Rut, thanks for your idea. This is a workaround which is not working in my case i guess.

    I have 1 Dialog label which includes something like this:

    SPECIAL ROUND

    HP + 20

    Speed + 2%

    DMG + 2

    Your work around is very limited in its usage. I only can write 1 text and add 1 integer right behind it as i think, please correct me if i am wrong.

    If i would use your idea, i would be forced to use multiple Dialog labels which all needs to get a correct position. the % behind the Speed is not possible too without creating an extra dialog label then too i guess.

    I got a working thing now.

    I did it like i mentioned in the first post:

    1 Dialog, 1 Dialog item "label" Upgrade changes a not used Units Stats, which i can refer right into the dialog item itself by using the INSERT option. Looks like this:

    <c val="FFFF80">Speed +</c><d ref="Unit,CommentatorBot1,EnergyMax"/>%

    Only one problem is there, this will only work for something around 100 upgrades.

    I thought there might be an easier way to just include an integer in a dialog. maybe there isnt, which is pretty sad. Cant believe there is no function to make bring a string/integer/real into a dialog item label, so it changes everytime the string/integer/real changes...

    Well, anyway, i do have what i searched for in some way, thanks guys ^^

    Posted in: Triggers
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    posted a message on Integer in Dialog

    @hobbidude: Go

    Mh of cause i have already a dialog item :) I can display dialogs (text, pictures) already and its working fine. But how do i add integer values into a dialog? ^^

    I mean it like this...... UNIT HP: "integer"

    so that i can combine text and global/local integers....

    or for another example: when u want to give a Wave message very new wave with only one Dialog Item

    Next Wave : 1 Next Wave : 2

    so the dialog item uses an integer which tell the Wave number. U dont want to make 100 dialogs for each wave...

    Posted in: Triggers
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    posted a message on Integer in Dialog

    Hey Guys,

    I want to display a value of an integer into a dialog. I cant find any options to add Integers into a dialog. Is there maybe a custom code to add into the dialog text itself? For example <int XYZ> ? That would be the easiest way i guess.

    Now i tried a work around where i Upgrade some not used Units Stats for example the "starting energy", then i use the "data ref" function in the dialog box itself to read the value of the starting energy of that unit. For some weird reason now the upgrade doesnt work unless i go down for something about max 100 upgrade lvls. Another point is that the Dialog does not seems to read the updated value by the upgrade. It just shows 0 all the time, When i add a text chat message, reading the same value it shows me 100. so its working here but not in the dialog box?

    I spend the last 10 hours to figure out whats going on here but i cannot find a solution.

    In the End i just want to add integers into my dialog. So the dialog shows variable unit stats.

    Example : Unit HP: 50 Unit DMG : 10 ....

    TY for your TIME

    Posted in: Triggers
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    posted a message on Upgrade Bug

    @ImperialGood: Go

    Hey Imerpail :)

    Sadly the first solution doesnt work. I tried it already. There is only 1 Slot for the unit to upgrade at the same time there is no waiting list for more upgrades. I did also add 1sec research time. But it doesnt help. The bug does appear the same way.

    Mh so i have to create triggers for each Unit. I have different heros with different upgrades. So i need to create round about 50 Triggers to make each check a different upgrade. Kinda sucks but i dont have any other idea.

    Of cause i could, change my upgrade system and do it like Blizzard did it. But this means that there is only 1 max upgrade for each single main upgrade and i need to create for example 30 single dmg upgrades and conditions and add them all one by one into the unit, this is more then a pain in the ass and takes way to much time.

    I will try the trigger thing next days and post my results...

    Posted in: Data
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    posted a message on Upgrade Bug

    I tried to add a upgrade time of 1 sec (even when actually i dont want it at all!) then i added a validator for the upgrade that you can only use it when its not in progress. But it doesnt work

    The Unit just moves and when it reaches his target, it will upgrade one after another for the same minerals without increasing the cost itself.

    Anyone can help?

    To me this seem like a Starcraft 2 mechanics problem. I Heard that this problem or bug happens on some other arcade games too....

    If there is no way i can fix it, i will need to move the upgrades from the unit itself to a building which is reachable via hotkey. But this is the last thing i do want for my game.

    Soooo pleeease any one have an idea?

    Posted in: Data
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    posted a message on Multiply Unit Data Problem (Upgrade/Buff) [SOLVED]

    @Iamaddicted: Go

    I solved it by using only behaviours for Speed, Dmg Bonuses etc....

    Posted in: Data
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    posted a message on Upgrade Bug

    @gundrust: Go

    Hey thanks for your reply!

    Yes, the Unit being moved is the same that upgrade itself :)

    The Upgrade is instant. There is no waiting time for it until its done. So i guess the first solution is not working?

    The Thing is, usually, when the unit is in action for example moving, and you just press the hotkey for the upgrade, it will stop his action and the upgrade will be done. But by shift move and pressing the hotkey all the time. The Upgrade effect itself which includes the effect of increasing the cost itself wont increase the cost, but upgrade the dmg.

    What do you mean with force uncommandable flag via behaviours?

    Posted in: Data
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    posted a message on Upgrade Bug

    Hey Guys...

    Any one of you heard about the Shift+moving + UPGRADE SPAMMING HOTKEY bug?

    Of cause it only affects units which can move while they have multiple upgrade level in themself.

    for example:

    Space marine SHIFT HOLD THE ENTIRE TIME + MOVE, now the player press fast a hotkey to upgrade dmg or what ever He will get every upgrade but only pay the same price.

    Its like, the upgrade effect that increase the upgrade cost itself is skipped by that.

    Any solutions?

    Posted in: Data
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    posted a message on Multiply Unit Data Problem (Upgrade/Buff) [SOLVED]

    Hey Guys... its very frustrating.

    After a long time i figured out that i am not able to use this kind of Upgrades:

    Unit pick up a buff Upgrade Multiply Unit Speed (example) 2x Now the Player Upgrade his Unit Speed too The Buff is gone after a while so it divide /2

    What happend is just that while the first Buff Upgrade does not save the Original Number he multiplyed with it will divide with the actuall number it has now. So for example:

    Unit Speed = 2.0 Buff *2 = 4.0 Unit Upgrade Speed +1 = 5 Buff ends /2 = 5/2 = 2.5

    So the Unit has just 2.5 Speed instead of 3.

    There are more Problems with Multiplay units stats.

    Even when i only Buff a unit (speed -90%) with Unit speed *0.09 (Original is 1) Then the buff dissapear and now the unit doesnt have 1 anymore but something like 0.97 or something.

    Do you know this kind of Problems?

    This is pretty annyoing because this means i cannot use the Multiply function to play around with buffs and different upgrades.

    Posted in: Data
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