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    posted a message on Placing an item with a foot print

    @Vortexx2010: Go

    After some more testing, I've determined that once I interact with another unit, the footprint will reset to the center of the barrier unit.

    I have tried to create my own footprint but I still have the same issue. I also attempted to reduce the drop distance for the inventory ability to 1, however this creates problems at choke points where you can't pick the unit back up b/c the footprint won't allow you to get close enough.

    Posted in: Data
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    posted a message on Placing an item with a foot print

    I have a minor issue on a map I'm working on that I just can't figure out. I have a barricade unit that is also an item, that a hero unit can pick up and drop. When I drop the barricade, the actor places on the cursor where I clicked, but the foot print centers on the hero. The hero ends up running through the art of the barricade and around an invisible foot print, which makes it tough to use the item to properly block chokes.

    The stranger thing is that after a short time, or after I do something that I haven't figured out what yet, the foot print will adjust and center itself to the actor and block pathing properly.

    I can solve this by reducing the drop range of items to 0, but I'd rather not have to drop the barricade underneath the hero as it looks a bit tacky.

    Posted in: Data
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    posted a message on What's the best way to go about this?

    @Keyeszx: Go

    I've done this on some of my heroes with upgrades. Its pretty roundabout but it works. I have a unit with 3 spells he can learn. For each spell, there are 3 attributes the hero can upgrade 5 times each. This is 48 learn abilities so I had to use triggers to apply the upgrades because there are only 20 learn slots on a learn ability.

    Ex. Learn Psionic Storm duration: 1 sec; cost: 50 energy; area: .25;

    Upgrades: duration: 1; 1.5; 2; 2.5; cost: 5% reduced cost; 10%; 15%; 20%; area: .5; 1; 1.5; 2 (Increases cost by 25 each level);

    Upgrade area: Create 6 search areas that increase in size (1 for the starting size) Create 5 Upgrades that set the search area for your PsiStorm ability progressively larger Create a trigger; Event: Use Dummy ability - Action: Tech Tree - Set Psi Storm Area 1 upgrade level to 1 for player (Triggering player)

    To do this, create an ability, and a dummy ability for each upgrade. The dummy abilities are put in the learn ability and then a trigger applies the upgrade when ever the dummy ability is used.

    EDIT: Since I have to do this for 2 more heroes on my current map, I think I'll go ahead and make a tutorial for this in the next couple days.

    Posted in: Data
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    posted a message on Unit pathing for a TD please help!

    I am attempting to make a 3 lane map where the creep waves change lanes depending on obstacles placed in the path and I'm having similar issues with this. I tried using the Condition: Points connected by pathing but this condition does not fail with destructible pathing blockers like rocks in the way. The rocks do not block the path according to the trigger, so I'm thinking this only checks cliffs.

    Alternatively, I tried the condition Point is passable. This will work properly and stop the trigger if the point is exactly on the rocks, but If the point is behind the rocks, the condition is considered true, even though the only way to get to the point is to pass the rocks.

    I think you can try and see if a building would make the "points connected by pathing" condition fail.

    Edit: I'm thinking the issue here lies with the objects I'm using to block the path. If I do a little bit of Data editor work and make the "rocks" unit like force field, this will force the condition to return false. Here's hoping...

    Posted in: Miscellaneous Development
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    posted a message on Make spawned units attack WHOLE map

    This post pretty much gives you what you need, if I'm reading your problem correctly.

    http://forums.sc2mapster.com/development/map-development/6324-choke-point-problem/#p19

    Posted in: Triggers
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    posted a message on Choke point problem
    Quote from KineMorto: Go

    The easiest way in my opinion would be to create an array of points down each "lane" and send the orders to each group of units depending on which lane they need to move down. Then you can use the "Points are Connected by Pathing" function which returns a boolean(I believe) to determine if your points are connected. If not you can have them attack a point that is passible or you could have them find the closest unit within a region centered at the unit's current location and attack there until the pathing returns true. However if your map is like what I have posted below that would not work as all points would indeed be connected by pathing.

    I don't have access to the editor right now or I would whip you up a little function you could use. Do you mind posting the file for the map you are working on?

    This seems like something that I could use for a new map I'm making. Using the points to determine available paths. How would you do the part "have them attack a point that is passible or you could have them find the closest unit within a region centered at the unit's current location and attack there until the pathing returns true"?

    More specifically, how do you check "until the pathing returns true" part

    Posted in: Miscellaneous Development
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    posted a message on AI that recognizes wrap around

    Hey Mapster, long time no see!

    I've started on a new project. A map that has wrap around, kinda like in Joust or Pac-Man where you go to the left of the screen and come out on the right. I have set up a trigger easy enough from a nice forum post that teleports a unit that enters a region. My next challenge is, how do I make the AI recognizes the wrap around?

    For some deeper insight, my map has 3 lanes and units that spawn from the top of those lanes travel to the bottom. Players can direct that AI to adjoining lanes, however, the AI units do not recognize that the outer 2 lanes have a path between them. How can I get them to?

    I fear this is very complex AI and Custom tiggers, both of which I am terrible with. Maybe someone knows of an easy way to do this, or perhaps would like to take up the challenge themselves?

    Posted in: Triggers
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    posted a message on [Trigger-Actor / Data-Actor] Dynamic SkyBox

    @SouLCarveRR: Go

    That's what I'm trying to avoid. He specifically said that he got it to work with the far clip at default. Thing is when I used your tutorial and put it in the center of the map, that's when I was only able to see the skybox from an area in the bottom left of the map. I was actually able to cross the skybox like a threshold and see it on one side of the plane but not the other.

    Edit: No matter where on the map I put the point and no matter the angle I use (create actor at point facing angle) the threashold is always in the same spot facing the same way.

    Posted in: Tutorials
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    posted a message on [Trigger-Actor / Data-Actor] Dynamic SkyBox
    Quote from GnaReffotsirk: Go

    I've been playing with these too, SouL. I use the Omni actor, and set its scale to 0.02 or such depending on the skybox. This ultimately makes using camera distance with the default value able to show the skybox.

    This means no heavy rendering. The actor is also set to show while fogged, and not pause. I can't recall the exact field names atm, but they're on top of the list.

    I'd like to know more about how you accomplished this. I'm trying to put a skybox in my map, used a trigger to spawn the actor at the center of the map and the sky only showed when you were looking for a certain area of the map. Then I tried to spawn the actor at a specifc point on the map and couldn't see it, though i have not walked around the whole map yet.

    Posted in: Tutorials
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    posted a message on PDD Movement

    @Aenigma: Go

    Awesome, I'll try this out

    Posted in: Data
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    posted a message on PDD Movement
    Quote from shardfenix: Go

    @Vortexx2010: Go

    Units in hangars aren't active until released.

    So this didn't occur to me until last night, but it appears that once my unit moves that the PDD would, in essence, return to hanger. And thus, as you say, would not be active until released again. To change this I changed the Hanger Ability. In Ability Commands - Arm Magazine there is a setting for Info - Manage that was set to recall. I changed this to ignore and now I have to completely control the drone on my own, but it will move and fire like a champ now.

    Now I just need to find out how to make it follow the creating unit and I'd rather do this without a trigger if I could.

    Posted in: Data
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    posted a message on PDD Movement

    @Vortexx2010: Go

    I have discovered that the PDD will fire while moving but only when I select it and move it around. I still have the problem where it will not fire if I drop the drone and move; and it still will not attack again if I drop it, let it attack, move away and stop again.

    I removed the Moveable flag, dropped a drone and kited some creeps to it and again, it would not fire once I had moved away. There must be some flag somewhere that causes the attack to disable once it follows me.

    Posted in: Data
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    posted a message on PDD Movement

    @shardfenix: Go

    I'm not so clear on how to use movers. I've tried to look for some info on it before as that was the first thing I looked at. I tried to imitate the Brood Lord and broodlings and noticed there was a special mover for the broodlings but couldn't figure out how they were associated to each other.

    I only need the one ability for the PDD to shoot down incoming fire. Which it does. I was messing with some settings and I think I changed Allow movement on the weapon to "slowing" instead of "moving" Now what happens is I have my unit engage some vikings, I drop the PDD and it shoots down fire. If I move away slowly, short distances, the drone will follow and when it stops it will continue to shoot. If I drop the drone and then move into position of the vikings, it will not shoot.

    I also have the test on some Hydras. Again, drop the drone and don't move and it will shoot down fire. Once I move, it will not continue to shoot down fire even when it comes to a rest. These two different scenarios occur with the same settings on the PDD.

    Posted in: Data
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    posted a message on PDD Movement

    @shardfenix: Go

    I used a hanger ability for the unit.

    Posted in: Data
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    posted a message on PDD Movement

    I have a spell where the unit casts PDD and follows the unit around while shooting down projectiles.

    I have gotten the PDD to follow the unit, however, I have a problem. When the PDD is first dropped it will shoot down enemy fire but whenever it moves, it will not attack again. I have it set to Allow Movement and have the Weapon - Options (Only Fire At Attack Target and Only Fire While Attacking) both unchecked. I've set the weapon arc to 360 degrees and even tried changing the turret but I can't get it to attack again. The Drone has energy still and I can't think of any other things to check. Ideas?

    Posted in: Data
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