• 0

    posted a message on Pathing Cost doesn't go high enough for my map.

    I'm not entirely clear if I understand your problem, but I have some blocking checks in my map that, if the path is blocked it redirects unit waves. Because this check happens at multiple choke points along the lane the player is in, I ended up having to put a point before and after each check point that would check the pathing cost between point A and B when the unit approaches A.

    to solve your problem, I'd recommend adding a point halfway through your map. check the pathing cost to that point, and then when it approaches the point, check the pathing cost to the next waypoint. this would effectively cut your pathing costs in half and avoid your main problem. If the maze is being randomly generated, I would go with what Kueken said and have a fast, invisible unit running the maze and dropping these check points along the way.

    I'm more of a visual thinker so, if you post a picture of your map, I might be able to understand your issue better and give you a better suggestion.

    Posted in: Triggers
  • 0

    posted a message on Lane Runner <New Video>

    Came across some videos of my map on youtube. If it looks fun, grab some friends, try it out and let me know what you think:

    Embed Removed: https://www.youtube.com/v/OlMEi2RZnZA?fs=1

    The video is of an older version of the game. In the current version, you have to hold the hill from the other teams after you conquer your lane which promotes a lot more PvP.

    Posted in: Map Feedback
  • 0

    posted a message on Fun or Not ratings

    Can I get a review for Lane Runner v1.0?

    Posted in: Map Review
  • 0

    posted a message on Trigger Editor Needed - Lobby, UI, AI

    I've finally worked out most of my lobby issues however, I still need some help from people for UI/AI. Triggers are not my strong point so, once again, I'm willing to trade data/terrain work for trigger work.

    I'm pretty much finished with Lane Runner, I just want to make it prettier and easier to play. Phazed is mostly done, I just want to make that one a bit prettier and more user friendly. Mystery of the Runes is going to be the next big project, only, I need someone that will be able to trigger AI waves as, after a certain point in the game, the AI needs to start building a base and sending bullies. Even if someone would like to just discuss the map with me, I would be greatful.

    There has to be someone out there looking for data work who is good at triggers!

    Posted in: Team Recruitment
  • 0

    posted a message on Actor moving in Z

    Will certainly try that as well and see what I like the most. As far as looping the animations, I haven't had much success with that in the events. I have another buff where I had to add a dummy periodic effect to get the animation to play over and over, it works pretty nice though.

    This one already has a periodic Search Area so i have a way to loop it without the events. I tried the timer events like what you posted in another thread but I couldn't get it to work.

    Always gotta love mapster for great responses. Thanks for replying guys.

    Posted in: Data
  • 0

    posted a message on Actor moving in Z

    That is definitely something to try Kueken, ty. I am starting to think the rise was certainly part of the animation. I went ahead with the stand animation and I think like it better. Now, the actor still trails behind the unit a bit as I assume the model is just staying where the unit was when it was created. Would I fix this with the "at caster" term?

    Posted in: Data
  • 0

    posted a message on Actor moving in Z

    @Zolden: Go

    I added the LowerBy2 b/c of the z position of the actor to begin with. When I remove that, it's just higher up above the unit's head. I try the Death animation for the same model and it swirls around but doesn't rise like that actor does. What makes me question the animation is that it doesn't do what I'm seeing in game on the previewer.

    Posted in: Data
  • 0

    posted a message on Actor moving in Z

    I've created a new actor for a buff on my unit that is created on a search area every period of a behavior. The actor is Time Warp (Unnamed) and I'm playing the birth animation. When the event plays the actor plays fine, but then it starts rising in Z above the unit. It doesn't look terrible but that's not how the animation looks in the previewer, so I'm thinking I'm missing something.

    Field	Buff - Storm Shield
    Actor: Add To Proximity System	Enabled
    Actor: Aliases +	
    Actor: Copy Source	
    Actor: Filter +	
    Actor: Flags +	Scale To Host
    Actor: Fog Visibility	Snapshot
    Actor: Local Offset For 2nd Visibility Test	(0.000000,0.000000,0.000000)
    Actor: Proximity Position	Center Model Bounds
    Actor: Sharing	None
    Animation: Animation Blend Time	-1.0000
    Art: Auto Scale Factor	1.0000
    Art: Auto Scale From Selection Factor	0.0000
    Art: Model	TimeWarp (Unnamed)
    Art: Model Flags +	Allow Hit Test, Update Visibility
    Art: Scale	(1.000000)
    Editor: Editor Categories	DoodadType:NotDoodad
    Editor: Editor Comment	
    Editor: Editor Description	
    Editor: Editor Name	Storm Shield
    Editor: Editor Prefix	Buff -
    Editor: Editor Suffix	
    Event: Event Footprint +	
    Event: Event Footprint Actor	
    Event: Event Sound +	
    Event: Event Sound Actor	
    Event: Events +	(ActorCreation|ActorOrphan|AnimBracketState.*.AfterClosing; AnimName BSD|Effect.StormShieldSA.Start; At Caster|AnimDone; AnimName StormShield):(||||):(AnimPlay StormShield Birth|Destroy|Destroy|Create|Destroy)
    Event: Macros +	
    Event: Remove +	
    Event: Terms	
    Hosting: Host +	_Unit:Implicit:Implicit:(None):Disabled
    Hosting: Host For Properties +	Implicit:Implicit:(None):Disabled
    Hosting: Host Site Operations -	SOpAttachCenter SOpLowerBy2:Disabled:Disabled
    Hosting:     Hold Position	Disabled
    Hosting:     Hold Rotation	Disabled
    Hosting:     Operations	SOpAttachCenter SOpLowerBy2
    Hosting: Host Supporter +	Implicit:Implicit:(None):Disabled
    Hosting: Hosted Attachments +	
    Properties: Accepted Property Transfers +	Model Scale, Cast Shadows, Cloak Effect, Decal, Local Tint Color, Opacity, Physics State, Scale, Team Color, Time Scale, Tint Color, Visibility, Warp Group
    Properties: Accepted Transfers +	Position, Rotation
    Properties: Inherit Type	Continuous
    Properties: Inherited Properties +	
    
    Posted in: Data
  • 0

    posted a message on [Data] Working with Attachments (Beginner Difficulty)

    I did this Tut twice from scratch and both times, I've come up with this error:

    [4/17/2012 10:20:50 AM] Warning: Invalid attach method [Unavailable] in AttachQuery[Methods=Invalid LinkInvalid LinkInvalid LinkInvalid LinkInvalid LinkInvalid LinkInvalid Lin Fallback=IGNORE].

    The bunker turret works completely fine on the second go, and things I noticed that I did different was on the first time, I change models away from Model Type: Foilage and I didn't remove all the bunker abilities and behaviors and I didn't add the shield. Yet the error persists.

    I noticed when I created the Site Operator (Attachment) actors, the Method;Methods had "invalid link" in the field. I cleared out about 3 of them, and the error persists.

    Posted in: Tutorials
  • 0

    posted a message on Unit Enters Region not triggering (Unit to fast?)

    @Vortexx2010: Go

    Well, never mind. This appears to be simply an issue with unit radius. I still would like to know what this flag is, should I want to use it in the future.

    Posted in: Triggers
  • 0

    posted a message on Unit Enters Region not triggering (Unit to fast?)
    Quote from SouLCarveRR: Go

    Theres a flag on the unit you can turn on and off to make it so the units creates the Enter/Leave evets.

    More then likely you have this shut off.

    Sorry for resurrecting a thread, but what is this flag that determines if a unit triggers the Enter/Leave event? In my map, I have created multiple custom heroes, however, one specific hero will not trigger a "unit enters region event" and it appears that all the Unit flags are the same as the heroes who will trigger the event.

    Posted in: Triggers
  • 0

    posted a message on Lane Runner

    With changes to the SC2 editor and HotS upcoming, I'm going to start working on this map again. So I'm resurrecting this thread in hopes that people will give the game a shot and give me some feedback.

    Posted in: Map Feedback
  • 0

    posted a message on Trigger Editor Needed - Lobby, UI, AI

    I'm looking for a talented programmer/trigger editor to help me with some of the projects that I'm currently working on. I've designed the terrain and data for my maps, I just need someone who's better than I am with triggers to help me work out some bugs. It's great experience and I'm willing to trade Data or Terrain work in kind.

    These are the projects and what needs to be done, they can all be viewed on my project page:

    • Lane Runner - Lobby set up and AI needed
    • Phazed - Lobby set up, Custom UI expanded/refined and AI needed
    • Mystery of the Runes - Custom UI and AI needed

    All three of these projects are significantly different and offer will unique challenges and experiences. Please send me a PM with a link to some work you've done already and we can work out a deal.

    Posted in: Team Recruitment
  • 0

    posted a message on Long time no see

    Hey guys, it's been a while since I've logged in here and it's looking pretty barren. It seems like the popularity system has just completely turned some of the most avid mappers off from mapping. I'm not really surprised that all of the happy thoughts and unicorn farts haven't gotten anywhere. It seems to me like, Blizzard, in following with their new MO of "screw the community, lets just make profits" has no intention of changing anything. I believe they want mappers to forget about mapping so there are no significantly established maps around when the market place is launched so there's no real competition for their craptastic Blizzard DotA.

    Someone please give me some hope. I was playing some of my old maps the other day and would like to get back to them, but not for nothing...

    Posted in: General Chat
  • 0

    posted a message on Map of the Week [Waiting new system before complaining]

    Woah, still all talking and no MOTW? It's looking like the Blizzard crushed the spirits of the map making community.

    Posted in: General Chat
  • To post a comment, please or register a new account.