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    posted a message on Speical Effect Spam causes Game to lag
    Quote from BasharTeg: Go

    Testing with multiple people is helpful too because you will probably have more events firing and threads running at once. It's not a big deal if your triggers are relatively basic, but for complex systems it's almost a necessity to test online with multiple people.

    Such a preliminary test is already scheduled with my friends. However, how far should I go with my performance tweaks in SC2? Most of my life I made War3-Maps where every little bit of performance tweak should be implemented in order to allow the game to run smoothly (and not f*ck up the AI etc). This went so far, as to not update leaderboards every .5 seconds but only every 4secs. Are such frequent updates ok in Starcraft 2 times? (The update just fills in data, does not compute anything complicated and a frequent update is justified, because there is a change of these stats multiple times per second.)

    Posted in: Triggers
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    posted a message on Speical Effect Spam causes Game to lag
    Quote from Kueken531: Go

    Hey.

    Did you try this in test mode only, or did you actually upload a test version to the battlenet and tested it there? This makes a huge difference, testing usually results in way more lags, especially if you use the debug window.

    I only tried it locally and with debug window enabled. My thought process was: If it lags offline, I don't wanna know what it does with latency and people's not so good computers :E But from your postcount I infer you know what you are talking about. Thank you for your tip. I will try it later at home.

    Posted in: Triggers
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    posted a message on Speical Effect Spam causes Game to lag

    Hi everyone,

    I googled a lot, but couldn't find anything >.< When units enter an area I like to play some sort of "warp in special effect". I tried creating an actor there (and even deleting these actors afterwards), but the game becomes unbelievably laggy after a short period of time. Simplified version of my trigger:

        Events
            Unit - Any Unit Enters CenterSpawnArea
        Local Variables
            actor = No Actor <Actor>
        Actions
            Actor - Create actor HybridC - Hybrid Blink In at point (Position of (Triggering unit))
            Variable - Set actor = (Last created actor)
            General - Wait 3.0 Game Time seconds
            Actor - Kill actor model actor
    

    Is there a better way to do this?

    Posted in: Triggers
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    posted a message on Squadron TD Remake

    What realms are you guys on? I just logged in (0700 cet 16.2.2012) and Squad TD was there and perfectly playable :o

    However there are several things in SquadTD that I don't like so good luck creating a better alternative. I will dfntly play it.

    Posted in: Project Workplace
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    posted a message on Cannon fires (existing) ability
    Quote from Ahli634: Go

    Follow the path from the weapon over the effects to the effects you want.

    For your task you would need to set the impact effect of the projectile to the psi storm's starting effect which should be a "create persistent" effect.

    If you are shooting projectiles, you need an actor with the type action which contains the projectiles starting and end effect to perform actions like finding attachment points from where it is launched and where it visually will hit the enemy.

    You might want to create an effect set containing the photon cannons damage and the psi storm effect as the projectile's hit effect to deal direct damage to the target and cast the psi-storm in addition to that.

    OMG. I think I have tried every effect except the persistent effect :E Thank you for you quick response and for everyone else looking for a solution:

    Phase Cannon - Photon Cannon (Launch Missile) -> Effect: Impact Effect: High Templar - Psi Storm (Persistent)

    • battlecruisers + nukes here i come muhahahahahah you have been disconnected from bnet due to uber-lag*
    Posted in: Data
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    posted a message on Cannon fires (existing) ability

    Hi everyone,

    I searched a bit around, because I am very sure this has been explained somewhere already plus it is probably not very hard to do. Nether the less, I am unable to make it work (without triggers) and I am very sure it can be done quite simply without triggers (if not, that's no problem tbh).

    Problem: make a defense-turret-structure-thing (in a TD or siege map) create a spell effect at the target area. For example a photon cannon creates a psi-storm on impact (including visuals, buffs, dmg, etc).

    I bet this is rather easy, but there is some part about effects and/or behaviours I haven't understood/found, yet, that prevents me from doing such things.

    Thank you in advance and have a nice day :)

    Posted in: Data
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    posted a message on [data]Moving from wc3 editor to sc2 editor (part 4- upgrades!!)

    I haven't read all of your five tutorials, yet, but this one made a nice impression and I will dfntly take a look at the others. Good job man.

    Posted in: Tutorials
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    posted a message on Looking for Ideas for my map
    Quote from Colt556: Quote from zeldarules28: Go I hate TD's because they are too passive. :) But whatever, its not that big of a deal. Maybe the protoss/terran base could be controlled by another team of players? Maybe you could take out some important structures in the base to cripple them? The most popular maps on bnet at the moment are tug maps, which is "passive" gameplay where all you do is build a building and watch the creeps attack. So the game being passive in that regard is probably a bonus given the current system.
    lol indeed :)
    Posted in: Miscellaneous Development
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    posted a message on Making the AI use abilities psi storm, feedback
    @Kueken531: 100% agree kueken531. If this was too fast for you, basically copy/paste target list to the autocast target list (one row above), set an autocast range (normal range +1 normally does the trick) and hit the flags autocast und autocast initially. Example needed? You may search the battle.net for income wars or income wars pro and look into them to see how it is done. hope that helps
    Posted in: Miscellaneous Development
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    posted a message on Looking for Ideas for my map
    The spawning is not via rally point, but you have abilities spawning waves of attack units which will then head for this direction and afterwards roam freely. In this case i would say the amount of player action/APM needed is roughly equivalent to that of a TD or even higher so I think its ok.
    Posted in: Miscellaneous Development
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    posted a message on Looking for Ideas for my map
    Hey guys, I'm doing some concepts for a map I wanted to create for some time now. It will not be a very serious project (in the beginning at least) and I just need some more thought input since I'm kinda stuck on some (I find too simple ideas). So please whatever comes to your mind, what would be cool/nice/needed/awesome/whatever. Thanks! Here is a brief overview of what you will do in this map: - Every player controls an overmind/zerg base/... which is able to spawn waves of zerg attack forces of all kinds and sizes - Goal: destroy a vast nearly impenetrable terran/toss/whatever base/stronghold/citadelle which occupies like half of the map - Spawned units will be uncontrollable You will be able to give certain priority targets/Attack locations which will serve your attack waves as orientation Extra Ideas so far: - Option to spawn creep tumors (should this be resource or time based?) - Option to order spine crawlers to attack (how do i write an ai which finds the most forwards position which is occupied by creep?) - Option to build spawning buildings on forward pushed creep to add even more units which will attack autonomously - Income System for research / pushing (upgrade options for huger waves/cooldown/more waves at once?) - Nydus Worm action (Waves that pop out via worm and dont have to march across the map) - Option to enable infinite spawn to one location (wouldnt that be too boring) - Cooldown/Resource based spawn of Boss attacking units (from both human and ai players) More ideas welcome! *edit* If you have played any Helm's deep or LotR siege map for war3 you will get the idea.
    Posted in: Miscellaneous Development
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    posted a message on Unable to join custom map / Empty Variant&Gamemode
    did you manage to get a working version online and which steps did you take to do that? (also see my *update* section of the thread)
    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Unable to join custom map / Empty Variant&Gamemode
    Hi folks, I bet my a*s there have been other threads about this, but I was unable to find some until now. Here is what happened: - After the popreset we find my map on page 2 and decide to play some rounds - we find a design problem and I fix it (only an if and some arithmetics, _nothing_ else changed) - I testplay locally, everything works fine except when I try to exit Starcraft the game freezes in the login screen 1** - I upload the map, the map now has an empty Mode and Variant in the join custom games list. And therefore is not playable by anyone who tries to join from the list! You will get the error message: "A problem occurred while loading the map" 2** Anyone knows this problem? Any hints highly appreciated. BlacKcuD 1** this could later be rectivied by deleting the game's cache in the user files. wether or not this is related to my problem I do not know 2** creating a custom game myself, inviting a friend and then playing worked fine! sorry for my bad english it is really late here :) *UPDATE* I managed to solve the problem, however now there is a dead map in the list and my fixed one needs to work its way up again in the popularity list :-/ The "maximum team size" in the game variants(?) was too small.
    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on A Warning To Mapmakers

    I had a double nested for-loop with a very deep if then else (if then else (...)) in it and got the same error. It was really frustrating! Thanks for the help, I think I can redo the original code now \o/

    Posted in: Miscellaneous Development
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