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    posted a message on Decreasing lag in game with 1000+ units

    Cant you just disable the autospawning once there are more than 200 or 300 units? I mean I can't imgine that you really need 1000 units at once.

    By the way have you thought about working around this problem in that way:

    Instead of spawning massive amounts of units you just spawn actors with the units model (which should take less performance). Then you just need a trigger system that checks if a player comes close enough to that actor to interact with the corresponding unit. And once this happens you destroy the actor and great the unit. This would make sure that you have only units where you need units, but the map looks crowded anyways.

    Posted in: Data
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    posted a message on (Request) Will someone tutorial tentacles WITHOUT the DAMN UBERLISK

    Basically you just have to do what is explained in the uberlisk tutorial and use an overseer where he uses the ultralisk (and adjust site operations, ofc). However, I have to admit that I never got an uberlisk to work even if tried it several times. WOuld be really great if someone writes a tutorial that explains how to attach tentacles to a unit in a way that a noob like me understands :D

    Posted in: Tutorials
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    posted a message on Patch 1.2 PTR Notes
    Custom Maps • Map makers can now use custom UI layout files to create new UI or override existing game UI.
    Does anyone know if that means that we can assign hotkeys to custom ui buttons (dialogs!?) without having the delay that occurs when one checks the pressed key via triggers?
    Posted in: General Chat
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    posted a message on Weekly Data Exercise #4 - Aerial Support

    @Kueken531: Go

    Nice, but why aren't the missile turrets/marines defending themselves?

    Posted in: Data
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    posted a message on Prevent units from leaving creep?

    @BorgDragon: Go

    Thats exactly the problem. This solution doesn't.

    Is there a possiblity to edit pathing via triggers?

    Posted in: Data
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    posted a message on Too Close To Resources?

    Look at the nexus mover. It should have something like Placement + (Near Ressources) checked. Uncheck that.

    Posted in: Data
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    posted a message on Prevent units from leaving creep?

    @Cbasz95: Go

    Ya, I understand this part. However, the unit would still consider non-creeped ground as walkable, i.e. if the direct way to its target is not completly creeped it will try to move off creep, which is impossible.

    I need a method that forces the unit to consider creep like cliffs, i.e. "off creep" means that the unit doesn't even consider walking and chooses the best possible way on creep instead.

    And it mustnt be creep or power fields. I am happy abouz any solution to create something like "dynamic cliffs".

    Posted in: Data
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    posted a message on Prevent units from leaving creep?

    @Cbasz95: Go

    The problem is that auto-moving units would never get to their target if there is a non-creeped area they have to cross.

    Is there a possibility to use triggers to check whether an area is full of creep or not?

    Posted in: Data
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    posted a message on Prevent units from leaving creep?

    Therefore there is no way to have something like "dynamic" cliffs other than blocking all edges with dummy units? Sad. Is it at least possible to make them cost less performance than normal units?

    Posted in: Data
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    posted a message on Prevent units from leaving creep?

    If possible I would like to make units handle non-creeped areas like another terrain height level . The problem with all other solution is that units will still try to go the direct way between two points. Maybe one could modify movers? I have seen that movers have a field named Placement + which allows to check "Creep" and "No Creep". However, checking this boxes has no results. Any ideas?

    Edit: Or would it be possible by using protoss power fields instead of creep?

    Posted in: Data
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    posted a message on Prevent units from leaving creep?

    As the topic says I am looking for a way to make sure that certain units can only move on creep. Is there a possibility to realize that?

    Posted in: Data
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    posted a message on [Data] The Uberlisk

    One question: How can I turn this into a levelable ability for a hero, i e the uberlisk starts as a normal ultralisk and then gains the spine crawlers one by one as the player levels a passive ability which grants them? As far as I understood this means that I need 5 different uberlisk units, each with another number of attached spine crawlers, right? Or is there an easier solution?

    Posted in: Tutorials
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    posted a message on Poll: Denying in Dota-style map
    Quote from Eiviyn: Go

    I always felt "denying" had no place in a team based map. It's like shooting your own team-mate in an fps to stop the other team getting a point; you get punished for that, not rewarded. Yeah, they both take skill to do, but both feel out of place in my mind.

    There is a difference between denying creeps and team-killing other players, isn't it?

    Posted in: Miscellaneous Development
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    posted a message on Ability: Replace target unit with another one?

    I want to create an ability that removes an unit and creates another unit of a specific type at the removed ones position. How would I do that?

    Posted in: Data
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    posted a message on Question concerning dialog items and multiple players

    @Bezerker18: Go

    Hmm, so, what are the limits for arrays? An array with size 4 shouldn't demand more memory than 4 (or 5!? Is it 1 ... 4 or 0 ... 4) normal variables, or?

    Posted in: Triggers
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