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    posted a message on 8 triggers running at 1 sec each
    Quote from s3rius: Go

    @Pandaros_Brewmaster: Go

    The runtime execution of triggers will not add to the 2.5mb limit in any way. Unless you're making copying the trigger once for every player, so you'd basically have 96 triggers. In this case it's just horrible programming.

    Peroidic execution however DOES add to the required memory on runtime (which is a different thing!). A little only, but still. It would be better to merge all 8 triggers into one and only execute this one. I don't see any reason of having 8 peroidic triggers with the same interval running. Just update all 'hills' in the same trigger.

    Theoretically, isn't it possible that putting to much content into 1 single trigger could be worse than having 8 individual 1 second triggers, especially when there is SOOOOO much content per each trigger? After compiling all triggers into one I now have 1 trigger running every second that has 32 variables and 616 lines of code. Is this going to be worse or better? fi they are broken up then there are 4 variables a piece and 77 lines of code a piece but 8 triggers.

    Posted in: Miscellaneous Development
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    posted a message on Beacon modification

    @caspersc: Go

    How do you edit the alpha texture?

    Posted in: Miscellaneous Development
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    posted a message on Beacon modification

    I've taken the Large Protoss Beacon and enlarged it considerably. As a result, the brightness when you test the map out makes it so that you can barely see the units if they are within the beacon. Is there a way to tone down the brightness and make it more dull? Also it seems to me that the beacon sits up higher than the ground intersecting buildings and even covering some. is there a way to lower the height of this object so that it sits perfectly on the ground?

    Thank you

    Posted in: Miscellaneous Development
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    posted a message on glowing aura doodad?

    @Etravex: Go

    Sense it is a unit I'm having trouble placing them on my map under a zelnaga watchtower. How do I make it so that this Beacon can't collide with other units and buildings can be built on its radius if I want?

    Posted in: Miscellaneous Development
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    posted a message on glowing aura doodad?

    @Efluv: Go

    thank you thank you

    Posted in: Miscellaneous Development
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    posted a message on glowing aura doodad?

    Ok please take a look at this pic at the bottom you can see a circular glowing protoss symbol aura (next to the forcefields). Does anyone know how to make these? I cant seem to find them anywhere.

    http://www.sc2mapster.com/maps/tag-youre-it/

    Posted in: Miscellaneous Development
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    posted a message on glowing aura doodad?

    @desiderius1: Go

    These are not auras they are just added lighting. I'm actually looking for a glowing symbol that is circular that can be walked on. Anyone know?

    Posted in: Miscellaneous Development
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    posted a message on "your allies are under attack" help!

    @Lennywing: Go

    Thank you so much!

    Posted in: Miscellaneous Development
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    posted a message on glowing aura doodad?

    I'm trying to find something that I can place on the ground that is circular shaped that glows. Maybe like a doodad that looks like a giant decal? something that can be walked and that is flat.

    I'm trying to specify a specific circular area on my map this would be helpful. I've seen them on some of the custom maps that I've played on b.net. Anyone know?

    Posted in: Miscellaneous Development
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    posted a message on "your allies are under attack" help!

    Real quick my map is composed of a neutral computer player on each team. Units are spawned for these neutral computer players and directed to move and attack whatever gets in their path. Which is the other neutral team computer player. I have 2 paths setup for these units to walk and they spawn constantly. I hear the "your allies are under attack" about every 2-3 seconds and it's driving me absolutely insane how do i get rid of it?

    Posted in: Miscellaneous Development
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    posted a message on 8 triggers running at 1 sec each
    Quote from Pandaros_Brewmaster: Go

    @Etravex: Go

    bad! never ever use timers! there is almost always a event for what you have a timer for, unless you are doing something small like counting game time. if you have 12 players in a game each exciting 8 triggers every 1 second you are going to hit you memory cap of 2.5mb quick. also if the trigger errors for any reason battle net turned it off if its a re-occurring trigger and your trigger will be useless.

    Well I would love to not use 1 second triggers. Unfortunately, I don't know of any other way to execute my triggers... You see I'm doing a King of the Hill Variant. And there are 8 "Hills" each updating a leaderboard every second (as to how many units are in the region every gametime second). Anyways, if you have a better Idea please let me know.

    Posted in: Miscellaneous Development
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    posted a message on 8 triggers running at 1 sec each

    Is it a bad thing to have 8 different triggers running every 1 second of gametime?

    Posted in: Miscellaneous Development
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    posted a message on Custom ability expert needed
    Quote from xenrathe: Go

    @Etravex: Go

    Applying visual effects is best done via actor Events.

    Here's an example of how to add the Immortal Hardened Shield impact to your behavior:

    Find the actor Shield Absorb Immortal Viz, then go into its Events.

    You'll actually already see a good example, but let's add a new Event:

    I did exactly as you said but its not working.

    Behavior.YourBehaviorNameHere.On Create

    That should work. Make sense?

    Posted in: Miscellaneous Development
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    posted a message on Custom ability expert needed

    @xenrathe: Go

    Than k you !

    Posted in: Miscellaneous Development
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    posted a message on ability level problem

    I made a custom ability that regenerates 10 shields a second for 10 seconds long. I have it set to have 5 levels of the ability. Under "costs+" in the ability section when I made the 5 levels for the ability I could not find an option in their that changes the regeneration rate itself, rather It seems I can only lower the cooldown time on it. How do I make my ability (with 5 levels) increase the regeneration rate from level 1 10 shields a second to level 2 15 shields a second and so on?

    Posted in: Miscellaneous Development
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