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Sep 17, 2017_ForgeUser13836399 posted a message on HELP!!! Queen laying eggs not working, I dont know whats wrongPosted in: DataYes I have, I've checked that several times but it isnt that. As I said, the egg is being LAID but it isnt making units or consuming resources.
Jun 27, 2017_ForgeUser13836399 posted a message on HELP!!! Queen laying eggs not working, I dont know whats wrongPosted in: Data
Yes I am using the Swarm Queen Train ability, but I don't really understand what you are saying.
For example, I don't need the swarmling zergling's so i changed the button to baneling and the Ability: Info - Unit (what is created im pretty sure) also to 2 banlings. Changed the negative costs and removed the swarmling upgrade requirement. Works fine.
When I make a different unit spawn, an aberration, I do the exact same things, cost, unit, time, button but it just makes the egg and doesn't use up money, like the ability is ignoring what i put in there.
Sorry, my knowledge of this stuff as you can see isn't overly extensive and thank you so much for your help.
Jun 26, 2017_ForgeUser13836399 posted a message on HELP!!! Queen laying eggs not working, I dont know whats wrongPosted in: Data
As said in the title, the map I am currently working on has 6 queen heroes and they all need to create their units and I want to do this via laying eggs.
As also said in the title I'v already tried to use Niadra egg laying ability and it works for the 6 units already in there (zergling, roach and hydraliaks + all their variants) but when I add any more outside those 6, Niadra only lays the egg and it doesn't do anything, doesn't even do the cool down or use up the resources. iv looked over the tabs and made them identical to the other ones, but it just seems its not issuing the order or something.
If somebody knows why this is happening or could try and fix it that would be incredibly helpful. But if you have a different solution just say and I'll be happy to take it on board.
Thanks so much for your help :D
Jun 26, 2017_ForgeUser13836399 posted a message on Anyones editor just crashes for no reason? Does anyone know the cause?Posted in: Galaxy Editor Bugs and Feedback
As said in the title my editor just seems to crash for no reason and with no pattern. Just open up a model once. Crash. Click a unit in data. Ceash. Move some units in terrain. Crash.
I'm not sure if its my computer (it is getting pretty old, but it doesn't just randomly crash for anything else) or if it's the editor.
Does this happen to anyone else and does anyone know the cause? Its pretty annoying to lose an hours work for no reason.
Jan 6, 2017Posted in: Triggers
Thank you so much imperial good you've helped me a tonne, happy new year and see u later :D.
PS i have no ieda what ur talking about with the galaxy script, but ill worry about that later.
Jan 5, 2017Posted in: Triggers
Guys ok so what iv done is iv done the arrays for the variables and for the triggers im just putting where it says like 'variable' iv put variable[owner of triggering player]. im just checking would this work? Im not sure weather to use this or triggering player.
it seems to work logically but idk what else i would put if those dont work.
Jan 3, 2017Posted in: Triggers
Thanks guys i think i get what ur all meaning now. I should be able to change them into more efficent triggers now, ty.
In order for 8 triggers firing on unit death to cause performance problems you will need to have hundreds of units dying every frame, which itself would be a much bigger performance problem.
I recommend testing the map with trigger debugger/profile enabled and getting it into a performance problem situation and checking the profile results to see which triggers are eating up the most time. Optimize those triggers.
Data can also cause performance problems. Let us not forget the collision system SC2 uses will always cause performance problems if too many units constantly push into each other.Imperialgood where do i get a debugger to see whats causing the prolem and what in data specifically can cause slow performance? I dont think it could be from the units pushing against eachother, all units wander automatically and they will attack eachother usually unless they are allied, so i doubt thats the problem.
Jan 2, 2017Posted in: Triggers
Hello me again, im just wondering how to compose several triggers into one, instead of having 8 separate triggers for each player.
Please dont yell at me for being a bad programmer, i self taught at the age of 9 im now 15, i never learnt how to do the more advanced stuff, which is why im looking for help now as my games are becoming overly laggy with only a few units.
What iv done is for the revivals just look for a specific unit whenever a unit dies but for each trigger making it so the unit it is looking for belongs to player 1,2,3,4 etc. Iv heard of rows and columns and stuff like that for variables but i could never figure them out im not sure if they could help here.
For the player deaths iv made 3 triggers, one to add units to a unit group of every players units for when the player loses and a group of the units a player cannot have die. The trigger shown in the second picture is the last trigger when the player doesn't have those pictures and looses. These 3 triggers are for all 8 players, so whenever a unit is made or dies 8 triggers are having to compare the units, and the game is just becoming way too laggy.
Could someone please show me how i could use columns and rows or something to fix this? i very well know i might have to change how i do triggers altogether.
Oct 2, 2016_ForgeUser13836399 posted a message on Issue with Pre-placed units and Difficulty SettingsPosted in: Triggers
Quote from OutsiderXE: Go
I will create Regions over each of the units, then connect the regions with Ctrl+NumPad0, so they become one region.
This just saved my life, i never knew you could combine regions like that so iv always had to go into them and create a new shape then move it around. Lmao.
Oct 2, 2016Posted in: Triggers
Im not asking for that, im asking HOW TO SET UP A LEVELING SYSTEM FOR THE USERS. I dont know how to do that, i know how levels and veterancy for units works and heroes but not for the player account, im assuming it would be triggers.
Please keep in mine my knowledge is limited as iv taught myself how to use the editor until now and im only 15 (i started at 9).
Oct 2, 2016Posted in: Triggers
This is has just destroyed my limited knowledge of the trigger editor.
- I didnt even know records existed, and they seem veryyyyyyyy nice and fancy but will take some time learning how to use
- i didnt even know Functions existed, and they seem very weird not having triggers and will also take some time learning how to use
- I didnt know you could use less than 10 triggers for an entire map, iv used triggers since i was 9 (im 15 now) and i cant imagine using records instead of triggers as iv adapted to using them
- I didnt know you could use loops to do practically everything, as before i had done things for each player which is obviously hideous lol and why my maps started to lag
I obviously need to do some more research and stop teaching myself how to use the editor, if anyone could throw more info my way it would be highly apreciated
Oct 1, 2016Posted in: Triggers
Thats what im asking, i dont know HOW to set up how the player levels. Like in co op how the commanders level up and get upgrades, i have no idea how to do that and i need help creating it for my game.
Oct 1, 2016Posted in: Triggers
Hello again, im stuck. I have absolutely NO idea how to make it so players 'level'. Not a unit, but over the course of several games the user levels. For example so after 3 games they level to level 2 and they unlock an upgrade and then level 3 and so on. I know how to use basic banks, so i just need to know how to put the player leveling with banks. I would really apreciate any help, and very thorough explainations as i have no idea how this works. Thanks for your help
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