Somehow i changed somethign wrong, but this one works fine, you always have to use local variables for all things you ask, in your case it is position of unit, angle and actor...
It does not lag anymore but i made a msitake somewhere
Its not your pc, you create lots of memory leaks, especially with the trigger running every 0,03 seconds
Nono, i was wondering why you used a big region, you just need one if the random point should be in a very big region.
The only thing you should avoid is using initial values like triggering player...last created untis etc in actions, try to save them in local variables and use the local variables then instead, then everything is fine!
So it did not work with any unit progress - unit train has completed?
Events
Unit - Any Unit training is Completed
Local Variables
unit = (Triggering progress unit) <Unit>
player = (Owner of unit) <Integer>
point = No Point <Point>
Conditions
Actions
Variable - Set point = (Random point in spawn[player])
Unit - Move unit instantly to point (No Blend)
It should work without any lag issue.... but if no other units can get close to his structure i recommend you
to copy at least using local variables for unit, triggering player and the point, otherwise the memory usage of your map will increase by a high amount over time and you are right you could use one bigger region then there
If you get an error like the structure would move as entering the area on map initialization add a condition that the unit type has to be uneuqal the barracks
I did not try sliders yet, but i have the same problem with editboxes, they do not get created, so i guess you will have to wait to solve this problem until dialog items are fixed =/
I have to wait for the edit box as well.
The other possibility you could use is creating several pages and make it clickable like here:
When you use local variables as soon as possble, then you will have no lag at all and no memory leak.
So the units can be created in a bigger region around a point already. maybe you should try it the way i told you and check how many units you can spawn before they cant be moved correctly.
Either it always works or they could stay at the barracks.
Why do you need such a big region?
You could also do it with points, if the region has to move just move the point and for the event you do not need a region anyway.
Or why do you need such abig region at your command center?
The only possibility i could imagine making one of this is creating a slider and when it is used you would have to move all dialog items in the dialog according to the value of the slider, but i did not try/need them yet, but as i said that is the only way i could imagine!
Just do it with a local variable, it reduces lags and prevents bugs.
I am not 100% sure, but as soon as a player triggers another trigger it should be overridden and the triggerign player gets wrong
By the way you do not need bnet to run that, you cant host custom maps there yet!
I want to make dialog based targeting, it would be nice if i could change the mouse symbol temporarily that it looks like you would use an ability, but you dont.
After selecting a unit i want to redo this.
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Somehow i changed somethign wrong, but this one works fine, you always have to use local variables for all things you ask, in your case it is position of unit, angle and actor...
It does not lag anymore but i made a msitake somewhere
Its not your pc, you create lots of memory leaks, especially with the trigger running every 0,03 seconds
0
@xxnxx: Go
Nono, i was wondering why you used a big region, you just need one if the random point should be in a very big region.
The only thing you should avoid is using initial values like triggering player...last created untis etc in actions, try to save them in local variables and use the local variables then instead, then everything is fine!
0
@xxnxx: Go
What about the problem, did it work for you now?
0
@xxnxx: Go
I tried it myself, this one works fine:
Events
Unit - Any Unit training is Completed
Local Variables
unit = (Triggering progress unit) <Unit>
player = (Triggering player) <Integer>
point = No Point <Point>
Conditions
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
player == 1
Then
Variable - Set point = (Random point in Region 001)
Unit - Move unit instantly to point (No Blend)
Else
if you woudl take triggering unit instead of triggering progress unit then it moves the structure instead of the unit
by the way how did you record the video? i just know to do it with fraps but then already a few seconds are like 200mb...
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@doos101: Go
In my map i saved them to local variables, i guess local variables are removed after trigger usage completely. So to be sure use local variables!
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@xxnxx: Go
So it did not work with any unit progress - unit train has completed?
Events
Unit - Any Unit training is Completed
Local Variables
unit = (Triggering progress unit) <Unit>
player = (Owner of unit) <Integer>
point = No Point <Point>
Conditions
Actions
Variable - Set point = (Random point in spawn[player])
Unit - Move unit instantly to point (No Blend)
It should work without any lag issue.... but if no other units can get close to his structure i recommend you to copy at least using local variables for unit, triggering player and the point, otherwise the memory usage of your map will increase by a high amount over time and you are right you could use one bigger region then there If you get an error like the structure would move as entering the area on map initialization add a condition that the unit type has to be uneuqal the barracks
0
@Pandaros_Brewmaster: Go
Right, you have to check if it works for 1024x768 then it should be fine for any higher resolution and you should always attach to nearest corner
I did it for mien already, i was aware of that problem ^^
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Thats awesome and reminds me of a call of duty mission ^^
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@Pandaros_Brewmaster: Go
I did not try sliders yet, but i have the same problem with editboxes, they do not get created, so i guess you will have to wait to solve this problem until dialog items are fixed =/ I have to wait for the edit box as well.
The other possibility you could use is creating several pages and make it clickable like here:
0
@xxnxx: Go
When you use local variables as soon as possble, then you will have no lag at all and no memory leak. So the units can be created in a bigger region around a point already. maybe you should try it the way i told you and check how many units you can spawn before they cant be moved correctly.
Either it always works or they could stay at the barracks.
0
@xxnxx: Go
Why do you need such a big region? You could also do it with points, if the region has to move just move the point and for the event you do not need a region anyway.
Or why do you need such abig region at your command center?
0
@Pandaros_Brewmaster: Go
The only possibility i could imagine making one of this is creating a slider and when it is used you would have to move all dialog items in the dialog according to the value of the slider, but i did not try/need them yet, but as i said that is the only way i could imagine!
0
@ezbeats: Go
Just do it with a local variable, it reduces lags and prevents bugs. I am not 100% sure, but as soon as a player triggers another trigger it should be overridden and the triggerign player gets wrong
By the way you do not need bnet to run that, you cant host custom maps there yet!
0
The condition is
cooldown = (Charge Used of "" For (Triggering unit) High Templar - Psi Storm) <Real>
but what should be inserted in "" to get it work? at the moment it is always telling me that it is 0.0 for an ability which has 5 seconds cooldown!
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I want to make dialog based targeting, it would be nice if i could change the mouse symbol temporarily that it looks like you would use an ability, but you dont. After selecting a unit i want to redo this.
Juse need to know how to change the cursor!
Thanks