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    posted a message on NA Map Night [Revival]

    Is this still going on? No one has posted here for 2 months.

    Posted in: General Chat
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    posted a message on Pathing Problem

    So I got it working. I had to create unit group variables and put the roach and hero into them. I used closest unit in unit group rather than the roaches target becuase I couldn't get that to work. I'm not quite sure if this will work in the final game because it acts weird with only one person playing the game since you are the closest unit for EVERY roach. I don't think that wold ever really happen with ten people in a game. I also have the roaches attacking the closest building to them, which sometimes means that they don't attack the building that is blocking them, since they could be in the middle of a maze while they are blocked and therefore destroy many buildings before they even get close the buildings blocking the hero. I'm not sure if this is a problem or not. It's another thing that I'll have to wait and see in 10 person testing. I can make the roaches attack the closest building to the hero easily but I don't know if the current setup might add more strategy to the game or not. Anyways, I started making terrain because I don't want to get burnt out of triggers and data, needless to say it much more relaxing.

    Posted in: Triggers
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    posted a message on 101 Guide to Player Handles

    "The possibilities are endless, you can actually create a live tracking system of stats, or log how many times each person has played with their friends etc."

    So can this replace banks? I'm not quite sure how that would work, is there a more indepth tutorial or overview on these systems with player handles?

    Posted in: Triggers
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    posted a message on Newbie Wednesday- Ask Questions!

    My interent cut out right when you were answering deadzerglings last question. I was going to post a new one to the forum. Hope your show wasn't cut short.

    Posted in: General Chat
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    posted a message on Pathing Problem
    Quote from DeProgrammer: Go

    I have no idea what you mean, but there is a "Pathing Cost" function too, so you can try that instead. A really high value would mean trouble. :p

    And your target problem is that you're trying to use a function that only does something when it's caused by a target acquisition event, so use Target Unit For Order (Unit Order (whatever your unit is, index 0)) and check if it's No Unit. You can check pretty much whatever property of the target unit that you want to check that way, too.

    I tried it and it still isn't working. When I tried it the unit just sits there and doesn't attack when the path is blocked. I'm not quite sure what to do with "index 0". Also will it matter if the path is blocked because the units collision is set to 1.25 and there is a 1 block space. There is pathing for units that can fit through it, but not for the roach which should attack because it can't fit through 1 block spaces.

    Posted in: Triggers
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    posted a message on Pathing Problem
    Quote from DeProgrammer: Go

    There's a "Point Is Passable" condition. You could have a periodic trigger to check once per second or so to determine if at least one of a few points (say, 3) in the direction the unit is trying to move (Point With Polar Offset, at the position of the unit, offset magnitude 2 or so, -45 + facing of the unit, facing of the unit, and 45 degrees + facing of the unit) is passable. If any one is passable, you can Skip Remaining Actions, and the last action in the trigger would be to issue the attack order.

    I don't think that would work, I need for it to check for the path because it could be blocked on the other side of the map by placing one buillding in the wrong part of the maze. I'm making a kodo tag remake if that helps with the type of behavior I want.

    I wish there was a way to deteremine what a unit's target is, because apparently that is what is wrong with this trigger.

    Posted in: Triggers
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    posted a message on Pathing Problem

    Thing is I need it to be checked regularly since a player could be the target for a minute and then block off the path.

    Posted in: Triggers
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    posted a message on Pathing Problem

    So it seems like I need another way to get the units target or I have to use aquire target for the trigger's events. Any ideas?

    Posted in: Triggers
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    posted a message on Pathing Problem

    I'm having trouble setting up a trigger that checks if the unit is blocked and then attacks the nearest building if it is. When I test the trigger the roach attacks the building even if it isn't blocked. Also is there an easier way to pick every roach other than putting the roaches into a variable when I spawn them?

    Screen shot

    edit: Ignore the add unit to unit group at the bottom I forgot to delete that. I placed that in the spawn trigger.

    Posted in: Triggers
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    posted a message on Random Periodic Events

    Thank you.

    Posted in: Triggers
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    posted a message on Random Periodic Events

    Does "every x seconds of game play" work with random reals? I set one to display a message every 2-20 seconds, but rather than picking between 2 and 20 it seems to be picking 7 seconds every time.

    Posted in: Triggers
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    posted a message on Newbie Wednesday- Ask Questions!

    I can't think of a question that I need answering now, so I'm going to aska general one that I've been wondering about.

    Q: What type of stuff should we avoid in the trigger editor that would cause lag and can you perhaps create an example. I'm somewhat confused as to were to draw the line between a find trigger and one that goes overboard.

    Come on people more questions, I want a show!

    Posted in: General Chat
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    posted a message on (Solved) Remove Ranged Roach Attack

    thanks

    Posted in: Data
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    posted a message on (Solved) Remove Ranged Roach Attack

    How do I remove an attack from a unit? I want the roach to only have a melee attack.

    Posted in: Data
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    posted a message on Victory if 2 units are killed
    Quote from xKenneth: Go

    Event - Unit is Killed . Condition [CC1] Is Alive == False [CC2] Is Alive == False . Action End Game in Victory for Player 1 Pick each Integer between 2 and 7 End game in Defeat for player Picked Integer

    Would running that trigger everytime a unit is killed cause lag?

    Posted in: Triggers
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