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    posted a message on How hard is it to create a unit

    It can seem quite hard if you are new to the editor, but don't be scared.

    Do some tutorials and play around with the editor until you understand how the things are linked together.

    If you want to create a unit that is very similar to an existing one, duplicating is most of the time the better choice. However, for more different ones, doing them by scratch is better, as you control everything and don't have things taken over that could make problems. But you do need a good understanding of the editor as you will encounter problems else. But alas, you want those to learn. And keep reading tutorials :)

    Posted in: Data
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    posted a message on Electrocute Death Animation not working?
    Quote from voodude2008: Go

    Could it be that only a few units have a electrocute death anim?

    Yes.

    Posted in: Data
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    posted a message on Make a Changeling Trigger/Edit Ability

    Check out the changeling in the editor. Then you can see that it's all done in data and how it's done.
    (Behavior with periodic search and validators leading to an ability (morph) which causes the change)

    Posted in: Miscellaneous Development
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    posted a message on Stacking behaviors on units causes lag
    Quote from gorang: Go

    Well I use many behaviors in my map. If a unit is in a specific region it will add 1dmg and 1 hp, 2 behaviors. In order to test victory triggers I changed it so it adds 999 of each to my units.

    I placed 10-30 units in the area. as soon as the behaviors were added the game began to lag a lot. When I killed these units the lag disappeared.

    The lag was more than noticeable.

    Why 2 behaviors? you can do the same with one.

    From what I saw of your triggers... you better start looking there.

    Deactivate ALL other triggers and tell us if it still lags... unless you have everything in 2 or 3 triggers with each 1000 lines

    Posted in: Miscellaneous Development
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    posted a message on Removing players from playergroup
    [...]
    If
                    ((Unit type of (Triggering unit)) has Structure attribute) == true
                Then
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            Obelisk of Power Array[(Owner of (Triggering unit))] == (Triggering unit)
                        Then
                            Variable - Set obelisk death triggering player = (Owner of (Triggering unit))
                            Player Group - Remove player (Triggering player) from Main Playergroup
                      [...]
    

    So whenever those two conditions are true when any unit dies, the owner of the killed unit is removed from that player group.

    If that is working as intended, I can't (don't want to) help you because the trigger is just huge and seems messy. I'm sure you can split it into a couple triggers (and use if then else less often when you use the preset condition in a new trigger and "and" etc....sorry :> )

    Posted in: Miscellaneous Development
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    posted a message on Destructible trees
    Quote from Arengor: Go

    But existing destructible trees still blocks building after destruction.

    That's because they are footprints. Don't use footprints in this case. You won't be able to block LOS then though afaik. Don't take my word for that.

    Quote from Arengor: Go

    So, how I can change tree to a different one[...] It seems it possible to do within data editor without any trigger.

    Model swapping is maybe what you are looking for. Use in events+ at actor, it's basically like triggers, but in data.

    Edit: Could also use the morph ability.That way you can retain LOS blocking footprints aswell. I think it could be done somehow in the data editor aswell (with trigger editor definitely ).

    Posted in: Miscellaneous Development
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    posted a message on leech life

    @Jinxxx123: Go Hover your mouse over it and read the description of leech.

    Posted in: Data
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    posted a message on Hero Reviving : /

    Also, a related question:

    Does anyone know how you can have achieve a hero revive system like in warcraft 3?

    • Limited to 1 hero (of that type)
    • Revive/rebuild from a structure when dead (keeps exp and levels)
    • If possible with adjusted cost/time per level
    Posted in: Miscellaneous Development
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    posted a message on Gaining minerals for killing units

    @James7285: Go

    Unit -> Combat - Kill Resource

    Using triggers for this is bad ;)

    Posted in: Miscellaneous Development
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    posted a message on any way to go over 524288.0
    Quote from VeridianEntropy: Go

    stupid low max real number. any way to get past this limitation? my bosses keep wrapping around to 0 HP or worse - HP

    Give % dmg reduction to the boss. 50% dmg reduction for double health, 66% for triple etc.

    Using multiple hp refills via triggers is neither elegant nor a mechanic players will like. It's like when you download something, and the time to finish keeps betting bigger.

    Posted in: Miscellaneous Development
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    posted a message on any way to go over 524288.0
    Quote from Wakeman: Go

    @VeridianEntropy: Go

    To avoid stupid mappers giving bosses / units pointlessly huge amount of health that helps nothing except making the map more boring?

    There are certain scenarios that require such huge hp amounts. For example, you want something to be almost unkillable, but with the right upgrades, to be killable. If you have 10 or 20 or more layers of that, the hp numbers can add up quite quickly!

    Posted in: Miscellaneous Development
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    posted a message on how can AI build like a pro?
    Quote from Polantaris: Go

    One of my programming teachers said something very smart to me. "If you're going to make AI, it has to follow the rules everyone else has to follow. Making an AI cheat is just an excuse for poor AI development." They spent too much time on making the game look nice, and while it does, graphics are nothing compared to an acceptable play experience.

    Actually, it's more like "If you can't make a really good AI (for whatever reason/restriction, there are many), then cheat. But hide the cheats as good as possible."

    Name a good RTS AI which doesn't cheat. I can't remember any RTS AI which I had trouble with.

    I'm not saying that cheating is a good way, but you pretty much have to.

    Quote from Polantaris: Go

    Blizzard has more than "a few" RTS games to go on for experience in this type of thing. SC1, BW, Warcraft, Warcraft 2, Warcraft 3, and any other games they made that has intelligent AI. They should be a lot better than this at this point.

    Really only the RTS games from blizzard have "intelligent" AI. WoW "AI" just attacks things with highest threat and has a few triggered abilities. Diablo doesn't have intelligent AI either.

    Blizzard doesn't prioritize a good AI because multiplayer -> humans vs humans. And the campaign, hell, script it.

    Posted in: Miscellaneous Development
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    posted a message on how can AI build like a pro?
    Quote from Polantaris: Go

    it's a tad disturbing that Blizzard decided to make broken AI instead of making one that can be challenging and play legit.

    It's very hard to create an AI that is challenging to good players without cheating.

    If you are mister perfect, go write an AI that can compete with diamond (well, let's just say good) players without cheating. It's really not an easy thing!

    Posted in: Miscellaneous Development
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    posted a message on [request] Income Wars needs a lobby picture

    Also, a neat loading screen picture wouldn't be wrong either.

    Posted in: Requests
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