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    posted a message on Weekly Data Exercise #3 - All About Auras

    @nevjmac: Go

    Yeah, technicaly it shouldn't damage myself as I already have it set so that if the effect overlaps my own units it doesn't damage them, BUT I am prone to stuffing things up completly so you never know what will occur :P

    Posted in: Data
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    posted a message on Weekly Data Exercise #3 - All About Auras
    Quote from Arkless: Go

    @fosere: Go

    Isn't that just an aoe effect? I thought auras are moving with the emitting unit.

    Well the way I have it setup I could attach both of theses to units as a passive ability. This didn't work for the purpose of these 2 towers in my map (am going to add a third one that makes a moving damage area around an afflicted target, if I can get it to work). I wasn't going to post it originally, but when I saw @Cotcan: Go's post I thought I'd chuck mine up on here too. Since it runs as an aura placed on a area.

    When I get home I'll change them up and place them on a unit as a passive and re-upload. Assuming that I didnt stuff up the damage one and it kills itself :P

    Posted in: Data
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    posted a message on Weekly Data Exercise #3 - All About Auras

    So happened I was working on 2 towers with aura effects for my map that I have completed already.

    First we have the Slow Turret (Yes I suck at naming, hah) which applies a behaviour that slows all enemies in the effect.
    Then there is the Drain Turret, That periodically damages everyone in the area.

    I haven't attached my map since it was made for the one I am in progress of completing. If requested I will trash the other items out and upload a link to just these 2 towers.

    EDIT:
    Well the embed didn't want to work. so here's a link

    Posted in: Data
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    posted a message on [Solved] Boss Bar acting weird

    Solved it after having a good think about it and a play.
    For those who were wondering what was happening was the boss bar was adding the life and shields together and displaying both as its current and maximum value. This was caused by the UI - Set boss bar 3 boss to (Unit 1 from Ship unit group) (Do refresh the boss bar) action.
    I had to use a different action and also put this action in my scoreboard trigger which was always happening once every second. To make it smooth I had to decrease the time of the trigger from every second to every 0.5 seconds or it caused a huge disparaging gap in the health modification.
            UI - Display boss bar 3 with title "Ship status", portrait Assets\Textures\sm_dropship01_blue_diff.dds and maximum value (Integer(((Unit 1 from Ship unit group) Maximum Life (Current)))) for (All players)
            UI - Set boss bar 3 current value to (Integer(((Unit 1 from Ship unit group) Life (Current)))) (Do refresh the boss bar)

    The action I had to set to the scoreboard was

            UI - Set boss bar 3 current value to (Integer(((Unit 1 from Ship unit group) Life (Current)))) (Do refresh the boss bar)

    Posted in: Triggers
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    posted a message on [Solved] Storing Points with a random ID

    Ok a little bit of threadromancy here, but I managed to fix what was going wrong. And decided if anyone else wanted to know what to do then they could find out ^_^

    So what I was trying to attempt was to pick a random point within 20 preset points and spawn a nydus canal there, then spawn some units there that will attack my end point until the worm died. now the method that soulcarver had given me had done both of those, but the problem was that when I killed 1 worm it would shut off 5-6 of them at the same time, rendering them sitting there doing nothing.
    After much working around the problem slapped me in the face.

    Worm Spawn
        Events
        Local Variables
            TempRan = 0 <Integer>
            i = 0 <Integer>
            ii = 0 <Integer>
            validrandom = false <Boolean>
            AvailablePoints = 0 <Integer[20]>
            NumAvailablePoints = 0 <Integer>
        Conditions
        Actions
            General - While (Conditions) are true, do (Actions)
                Conditions
                    validrandom == false
                Actions
                    General - For each integer i from 0 to NydusMaxArray with increment 1, do (Actions)
                        Actions
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    Nydus Point Active[i] == false
                                Then
                                    Variable - Set NumAvailablePoints = (NumAvailablePoints + 1)
                                    Variable - Set AvailablePoints[ii] = i
                                    Variable - Set ii = (ii + 1)
                                Else
                    General - Switch (Actions) depending on NumAvailablePoints
                        Cases
                            General - If (0)
                                Actions
                                    Variable - Set validrandom = true
                            General - If (1)
                                Actions
                                    Unit - Create 1 Nydus Worm (Canal) for player 15 at Nydus Spawn Points[AvailablePoints[0]] using default facing (No Options)
                                    Unit - Set (Last created unit) Life to 10.0
                                    Variable - Set Nydus Worm Unit[AvailablePoints[TempRan]] = (Last created unit)
                                    Variable - Set Nydus Point Active[AvailablePoints[0]] = true
                                    Variable - Set validrandom = true
                        Default
                            Variable - Set TempRan = (Random integer between 0 and (NumAvailablePoints - 1))
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    Nydus Point Active[AvailablePoints[TempRan]] == true
                                Then
                                Else
                                    Unit - Create 1 Nydus Worm (Canal) for player 15 at Nydus Spawn Points[AvailablePoints[TempRan]] using default facing (No Options)
                                    Unit - Set (Last created unit) Life to 10.0
                                    Variable - Set Nydus Worm Unit[AvailablePoints[TempRan]] = (Last created unit)
                                    Variable - Set Nydus Point Active[AvailablePoints[TempRan]] = true
                                    Variable - Set validrandom = true

    Nydus Units Spawn
        Events
            Timer - Every 2.0 seconds of Game Time
        Local Variables
            i = 0 <Integer>
        Conditions
        Actions
            General - For each integer i from 1 to NydusMaxArray with increment 1, do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Nydus Worm Unit[i] Life (Current)) <= 1.0
                        Then
                            Variable - Set Nydus Point Active[i] = false
                        Else
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            Nydus Point Active[i] == true
                        Then
                            Unit - Create 1 Nydus spawn unit for player 13 at Nydus Spawn Points[i] using default facing (No Options)
                            Unit - Set (Last created unit) Maximum Life to Nydus Spawn Unit Hp
                            Unit - Set (Last created unit) Life (Percent) to 100.0
                            Unit - Order (Last created unit) to ( Attack targeting (Center of End Zone)) (Replace Existing Orders)
                        Else

    So this will when activated spawn  1 worm at a random point, add it to the unit and as long as that unit has more then 1 life it will spawn a unit at the worm and send it to attack the end point.

    Posted in: Triggers
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    posted a message on help testing a few triggers

    Well 2 things I didn't understand and I am sure are confusing other people are these

    Quote from Pharotek: Go

    Well it was a private release so I assume it's on Private server

    Private server? The only part where you need to connect to blizzards servers is for the login and multiplayer playing, and even then you don't need a private server to test a map out.

    And secondly your check time.

    Quote from Pharotek: Go

    General - Wait for (Conditions), checking every 524288.0 Game Time seconds

    Did you intend for it to check every 145 hours of game time, or did you want it to check more often? Cause that could well and truly be your problem right there.

    Posted in: Triggers
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    posted a message on [Solved] Boss Bar acting weird

    Ok so I have a boss bar set to the main base in my map showing its max HP. I have a Real set for the max HP of the base so I can modify it per difficulty.
    Everything was working fine with the boss bar, it was staying in synch and moving up and down as it was repaired / damaged.
    Now I have added an abilty on the base to restore power and shields to it. When power is restored the energy ticks up, and shields restored shields tick up. These work fine and do only what they are supposed to do, however the boss bar ticks up in value when the shields are enabled as well. I have checked and the value of the base does NOT change while this is happening.

    So the energy ticks up, shields tick up and HP doesn't change, but the boss bar tied to the HP of the ship increases once the shields tick up.

    Unit - Set (Unit 1 from Ship unit group) Maximum Life to Ship Life
    Unit - Set (Unit 1 from Ship unit group) Life to (Ship Life * 0.1)
    UI - Display boss bar 3 with title "Ship status", portrait Assets\Textures\sm_dropship01_blue_diff.dds and maximum value (Integer(Ship Life)) for (All players)
    UI - Set boss bar 3 boss to (Unit 1 from Ship unit group) (Do refresh the boss bar)

    is the trigger I use to set the life of the base to the new max value and the current value as well as to make the boss bar.

    When I made the shields and energy abilties the trigger did not change at all, and was extensivly tested before I made these abilities.
    Any ideas from anyone would be appreciated.

    Posted in: Triggers
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    posted a message on Camera vs Doodad... Doodad wins :(

    @GothiThePriest: Go

    Would it change the shot too greatly if you zoom that camera in to just in front of the line at all? Since you said that the camera sits just behind the doodad.

    Posted in: Data
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    posted a message on Ok, I really need some help with this one.

    @wardonis: Go

    In my browsing I saw some tutorials that might be able to help you with this.

    Basic Tutorial map by deathwing

    http://www.sc2mapster.com/maps/tutorialtalents/

    [Library] Talent System by arcade renegade

    http://forums.sc2mapster.com/resources/trigger-libraries/14076-library-talent-system/

    You should be able to modify arcades system to have only the selections you want and then change the abilty learnt to morph your hero into the unit you want. Although I may be very wrong, but hopefully this helps a bit.

    Posted in: Miscellaneous Development
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    posted a message on [Solved] Storing Points with a random ID

    @SouLCarveRR: Go

    Yeah mate I'm going to change from the spawn method I resently have to your method. The towers im going ot create (for now) will just be custom ones made with current iname models with sizes changed (my own units, actors, turrets Blizzards artwork).

    I have planned for normal waves / boss waves to always walk along a preset path, the units spawned at the nydus worms to determine the best path to get to the end zone, and flying waves to go along one of 2-3 paths to get to the top and cause some havoc on some other structures that I am going ot let the player build (not towers, but lets say upgrade shops). At the moment I'm planning on 50 levels, but that can be changed with a few modifications, I at the moment have almost everything being changed based upon difficulty (Spawn unit HP, Worm HP, Spawn size, Spawn delay, Time between waves, everything related to another little twist I'd like to keep quietish about for now, winning / losing condition, and have a few other NYI things that will be modified as well)

    I was saying if you liked what I did with the towers in this then you can go ahead and snag em, artwork changing is a very simple process if you felt another artwork would look better on the tower then the one I decided on.

    I am on NA & SEA servers (in Australia so the copy I have lets me play on both servers). Still have a lot to implement yet (first 10 waves are defined and al of those are default zerglings with modified by trigger HP, as well as having to bring in my towers and work out how to do a few of the fancy things I want with them) but most of that stuff I have already done on other test maps and have tutorials printed to help me reference while doing them so it should be easy enough. Should be able to make a bit of progress with that in the next 2 days since I have those off work (if I don't sleep them away lol).

    Just through general browsing I saw your post about getting help with towers for your TD and thought that if any of the ones that I do appeal to you then you could use them.

    This is the first map I've made ever really, and I'm probably trying to implement too much at once now I think about it. But I think that the things make for some interesting concepts and add a little twist into a pretty stale gameplay, much like with yours how it's infinite and randomises the running path.

    Posted in: Triggers
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    posted a message on [Solved] Storing Points with a random ID

    @SouLCarveRR: Go

    Thank you soo much mate, and yeah linewrap sucks when ou don't want it to do that (which is the only time that it forces itself upon you I find).

    I used s3rius's method like I said cause yours looked like it wouldn't check and just stop, but it looks perfect for what I need now. With the boss phase sorted out (well this part of it) I can move on to getting the other parts in and making it workable, I'm reorganising my version list so I can get a basic one up and running to see what people think of it but will still be a while away since I am remembering the basics of how code compiles from school (over 10 years ago lol) but most of it is basic following what happens and where it goes anyway.

    When I'm done with it I'll make a blank map with the towers I have in it and upload for you since I saw in another section you were after more tower designs for your TD, and you can use them away (if they're any good of course :P). I have a few interesting ideas for some towers and as long as they work it should make for a interesting change from the regular place enough towers go afk win TD, but that being said like all others if you can set enough towers at the end zone to stop everything then you'll win it (part and parcel of the gametype unfortunatly). But with more tower choices the options are opened a bit and variance will occur then.

    And again, can't stress how much I appreciate your time helping me on this issue.

    Posted in: Triggers
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    posted a message on [Solved] Storing Points with a random ID

    @SouLCarveRR: Go

    Ok I'll give a better explenation of what I am trying to attempt, basically it is a TD map and this function is for the boss spawns, the path is set for everythign to travel on except the units spawned at the nydus which will just head to the end zone in the best path possible form where they are. I have 3 regions along the normal unit path that have the unit enters region & unit = boss wave condtions, when these are met the boss does a cast animation and spawns x amount of worms at x points on the map.

    So the condition to set off the worm spawn is differnt from the actual create worms one. The worms are being created at points (I figured it would be easier to control the whole process with points for the worms, but I am seeing now its nowhere near as easy as I had hoped lol) and the regions are just for the condtion to run the placement.

    One of the reasons I am trying to get this working preoperly is so I can set up another wave to do the same thing that you said you ahve in your infiite TD map, where it will generate a random pathing different to the normal one, but I will be setting this up for a few specific waves only. Still have a lot of work to go on the map but trigger wise its almost done to a runnable point, which will just leave me data editing and a few other things that I want to add in (which I can see causing more problems too lol) but HOPEFULLY when I'm finished it will be fun and have a good replay factor. Could be though that theres too much to manage at once, but I can just tweak numbers for people to have enough time to mange it all.

    Posted in: Triggers
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    posted a message on [Solved] Storing Points with a random ID

    Quote@soulcarverr
    Variable - Set Nydus Points in use[(Integer(TempClosestPoint[0]))] = false

    this should not be in the ELSE side of the last if like i said in my previous post. Other wise it wont work correctly
    /quote

    Yep, I've moved it to the same line as the if and not in the else, else is just blank at the moment. Just when copied to text it placed it in a line.
    If
               TempDistance < TempClosestPoint[1]
       Then
             Variable - Set TempClosestPoint[0] = (Real(i))
              Variable - Set TempClosestPoint[1] = TempDistance
       Else
    Variable - Set Nydus Points in use[(Integer(TempClosestPoint[0]))] = false

    I'd like to use your one to randomly spawn units, it just honestly confused the crap outta me.
    Although looking at it again I think I have a better idea of whats going on, but would like some clarification on it if you don't mind to see if I am following it right.

    The spawn timer runs the spawn trigger and sets the forcepointindex to -1
    •parameters
    •ForcePointIndex(type:integer) this is so you can pass a specific index to create nydus at
    •variables
    •TempRan (type:integer) = no point
    •i (type:integer)
    •actions
    •If ForcePointIndex = -1
                     •Set TempRan = random integer between 0 - MaxArrayIndex
          •else
                    •Set TempRan = ForcePointIndex
    •if NydusPointActive[TempRan] = true
                   •'this is aninvalid point do nothing
         •else
                   •Create Unit NydusCanal at NydusSpawn[TempRan]
                   •set NydusPointActive[TempRan] = true

    So if I set this in a seperate trigger to call upon when the worms are supposed to be spawned (unit enters my region) instead of the timer and have it set the global variable forcepointunit to -1 then the first if will repeat until it recieves a different number (once at max) then it'll continue on. The only problem I saw with this is was that if I made it spawn 4 at once by setting forcepoint to -1 after the fact and putting it inside a repeat 4 times function is that if it came up against a point that already had a worm there it would do nothing, I could be very wrong though. But as it appears to me if I get point 2 on the first run it'll spawn a worm there, then if I return 2 again it will continue on and then just not do anything, so my 2 worms just became one only.
    I suppose I could set the trigger to call upon itself if the point returns true and set the difficulty part inside the actual region trigger instead though, since it would have the same effect and not cause infinite loops then. Not at my computer again (quick look at the forum before work :)) but I'll give it a try when I get home, unless I lost some logic in what I just explained.

    Oh I also thank you again for the help mate :)

    Posted in: Triggers
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    posted a message on [Solved] Storing Points with a random ID

    Update, I tried that and am now having another problem. I am not having an error message now but I am getting a weird problem. The problem I am having is that when one worm dies it sets off a lot of the others that are still some distance away for some reason. I also had to make an origin point (Nydus[0]) because when I killed the worm at point 1 the stop command didn't run.The duplication effect was happening when the origin point was set to Nydus[1] as well.

    I set up a scoreboard to tell me the distance values that are being returned and the boolean value too, to see which ones are being shut off when it runs.
    Below is the code as stands for the death trigger and I'll attach a picture with the distances and which ones are changing.
    Also are some pictures for when A worm dies, with attached values for Tempclosestpoint[0] Tempclosestpoint[1] and Temp distance.
    I only done 3 of the worms and their values after resetting it and killing them, To try and diagnose the problem.

    Worm Death
    Events
    Unit - Any Unit dies
    Local Variables
    i = 1 <Integer>
    TempDistance = 0.0 <Real>
    TempClosestPoint = 0.0 <Real[1]>
    Conditions
    (Unit type of (Triggering unit)) == Nydus Worm (Canal)
    Actions
    Variable - Set TempClosestPoint[0] = 0.0
    Variable - Set TempClosestPoint[1] = (Distance between (Position of (Triggering unit)) and NydusPoints[0])
    General - For each integer i from 1 to MaxArrayIndex with increment 1, do (Actions)
    Actions
    Variable - Set TempDistance = (Distance between (Position of (Triggering unit)) and NydusPoints[i])
    General - If (Conditions) then do (Actions) else do (Actions)
    If
    TempDistance < TempClosestPoint[1]
    Then
    Variable - Set TempClosestPoint[0] = (Real(i))
    Variable - Set TempClosestPoint[1] = TempDistance
    Else
    Variable - Set Nydus Points in use[(Integer(TempClosestPoint[0]))] = false

    The weird thing is that its not stopping ones near the same value in distance, but ones from all over the spectrum.

    EDIT
    I reduced the max array and active nodes to 5 and when node 5 died it stopped all of them, they had the same distances as in the shots. Thought it might produce different results if I shrunk the active nodes but to no avail.

    Posted in: Triggers
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    posted a message on [Solved] Storing Points with a random ID

    @SouLCarveRR: Go

    I initially thought it would be infinite as well, but it only runs until it recieves a false then it continues on with the rest of the trigger.

    I am also setting a size based spawn on it depending on the difficulty so I'm just setting a integer to difficulty and making it repeat the whole procedure difficulty times. Tested this last night and when on difficulty 1 it only ever spawns 1 worm per pass, and 4 for difficulty 4. Having a second trigger for a second area to do the same thing also doesn't produce any erratic results.

    Posted in: Triggers
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