Adding buff to target then validating buff is an option that I'm avoiding to be as minimal as possible (for lag reduction in a multiplayer map). However, I will use buffing the target as a last resort.
I infer that validating an acquired target can be done using markers? - I will look into your map.
I don't know much about markers yet, but i will learn.
Swapping by id is very useful and opens a new world of fun. Its not that hard once you get the hang of it. Also, it will very likely lead you to the root cause of your texture problem once you see how textures and models interact.
If you are going to try this, then I recommend reading the first 4 pages of the thread, then read the thread in reverse order, starting from the last page. Alot of the information and bugs was found/fixed over a long time span. So information from pages 5-xx is out of date (no longer relevent).
With that said, it can be very frustrating the first few times you try it. Also, that thread is incredibly long. Put some time aside one day to dive into it at a comfortable pace. If you rush, you will be very frustrated.
I recommend swapping a texture on a normal working model, to understand the process before using this method on your glitching models.
All models use texture files. The texture files must exist within your mod/map file or must already exist as part of a default blizzard mod. If they are not present, you get the blue color.
The texture files must also be named exactly as specified by your model.
It seems like you are missing the texture files or your files are not named the way the models need them to be.
0
@Darkblizzard: Go
Model object: Look at the Art Radius Field, its probably to large.
Unit Object:
Look at the radii fields for collision sizes and Collision Flag Field.
Check which footprint you are using.
Verify there are no val or buffs preventing placement.
0
I made a custom unit that morphs into another unit when moving (like a burrowed roach/surface roach).
I destroy and create a new unit actor at morph start because the unit uses different models (unlike the roach).
It works, but I need to know:
Should I share the unit actor by swapping models at morph start? - for lag reduction.
Or:
Should I continue to destroy and create the unit actor at morph start? - for lag reduction.
0
@DrSuperEvil: Go
Thank you DrSuperE.
Adding buff to target then validating buff is an option that I'm avoiding to be as minimal as possible (for lag reduction in a multiplayer map). However, I will use buffing the target as a last resort.
I infer that validating an acquired target can be done using markers? - I will look into your map.
I don't know much about markers yet, but i will learn.
0
Is there a validator to check whether your unit has acquired a target via weapon acquire? (or ability autocast acquire)
Acquire'ed target unit is not the same unit as an Ability/Command Target or an Effect Target.
0
@TheUltragon: Go
Your logic makes sense.
Making alot of exclusions is based off the idea that there will be less targets, thus less lag.
However, the targets must be checked first, which creates lag.
I decided I will remake my filters to be as minimal as possible.
Its a good thing I decided this before completing a large amount of units, else i would have alot of redo's.
Thanks!
0
@Ikoter: Go
D:\users\UserName\Documents\StarCraft II\EditorBackup
this is the location of autobackups. its on by default, unless you turned it off manually...
0
@DOOMEDEARTH: Go
Thanks, but which of the two choices is the better choice for potential lag reduction?
1. No filtering, all allowed
2. Filter as many exclusions as you can do.
0
I am making an army of custom units.
With few units, the filter would not matter; but with many units, it may add up to a relevant amount.
Which lags less: Scan & Target filters with all allowed or filters with exclude flags. (ie. hidden, dead, etc)
please chime in, especially if you have tested and confirmed which is less laggy. -thanks!
0
@R0binicus: Go
Its in DrSuper's sig:
http://www.sc2mapster.com/forums/resources/tutorials/20772-data-actor-events-message-texture-select-by-id
Swapping by id is very useful and opens a new world of fun. Its not that hard once you get the hang of it. Also, it will very likely lead you to the root cause of your texture problem once you see how textures and models interact.
If you are going to try this, then I recommend reading the first 4 pages of the thread, then read the thread in reverse order, starting from the last page. Alot of the information and bugs was found/fixed over a long time span. So information from pages 5-xx is out of date (no longer relevent).
With that said, it can be very frustrating the first few times you try it. Also, that thread is incredibly long. Put some time aside one day to dive into it at a comfortable pace. If you rush, you will be very frustrated.
I recommend swapping a texture on a normal working model, to understand the process before using this method on your glitching models.
0
@R0binicus: Go
that clears the name checking, try to swap the texture using select by id method is what i would try next.
0
@SoulFilcher: Go
@temhawk: Go
Oh you guys, thank you ! I understand what that flag is now.
I will put this info to good use, and exclude it from my target and scan filters
0
Seriously, what is a unit with a "stasis". please cite an example
0
@R0binicus: Go
All models use texture files. The texture files must exist within your mod/map file or must already exist as part of a default blizzard mod. If they are not present, you get the blue color.
The texture files must also be named exactly as specified by your model.
It seems like you are missing the texture files or your files are not named the way the models need them to be.
0
@Ikoter: Go
Sounds like data corruption. rare.
Secure your backups to a separate data storage.
after that, open a previous backup. cross your fingers.
0
@fishy77: Go
Thanks, I did so for the person. The connection between like'ing a post and rep points is not really intuitive, thanks for the quick reply