I have 200 critters moving around map that players' units must avoid to survive.
However I don't know how to alter critter data such that whenever player unit collides with critter it will die.
Is there a way for critter to behave same as lava in campaigns- touch it and you die? Is there easier way to achieve this effect?
1) I am having trouble making SM glow pink behavior/actor from SM glow Blue.
I tried copying SM glow Blue actor, renaming the copied actor and changing
its actor event so that message type Behavior.SetTint will be pink instead of blue.
I also made SM glow pink behavior that uses SM glow pink actor.
My trigger adds SM glow pink behavior to a specific unit.
The trigger itself works fine but unit is not glowing. What must I been doing wrong?
2) Also, is it possible to make invisible unit to glow as well?
Thanks you guys alot. My map is very close to completion.
I hope I could show it to you soon.
im just curious, what amount of FPS gain did u get?
I must admit that I didn't get too much FPS gain (about 8 to 10) but
your method eliminated lag that occur when the spawned units fought each other.
The game is so much smoother now even when all 8 players
are spawning units...I can really see difference.
@aczchef: Go
Well...here's how it goes:
After recall is casted in area, units have 2 seconds to enter the recalled area. Nothing done yet.
At 2 seconds, all the units in recalled area will be teleported at once to mothership.
Wow, great job aczchef! Thanks for everything so far.
If you could tweak Mass Recall so that unit that enters
recall region is teleported 2 seconds after it is casted
I think it will be perfect.
When there's 1000+ units in map there's quite a lag...
is it possible to reduce this lag by somehow tweaking units' data?
For instance, if a map spawns zealots for each player,
can you delete/tweak zealot's data to reduce lag when it reaches high number?
@aczchef: Go
I can't believe such generous people like you still exist!
Anyways...I was wondering if you could help making these abilities:
1) changing mothership's recall so that it works like sc1's arbiter's recall
In
sc1, arbiter's recall was somewhat similar to vortex: it could be casted on empty space and when your units
came near where recall was casted, the units would be sucked into recall hole and be teleported to arbiter.
In sc2, mothership's mass recall can't be used on empty space; also units that were not initially at recall spot
can't be "sucked" into recall and be teleported to mothership.
I tweaked mass recall so that it can be used on empty space (tweaked search effect of recall) but don't know how to change it
so that when I mass recall on empty space, units that weren't there previously can be recalled if they move toward
recalled space quickly enough (before recall ends).
People told me that persistent effect is needed to achieve this. Can you also change mothership recall so that
the place where recall is casted will have animation from Xel'Nega Hull Reactor Small (it's doodad...you might need campaign dependency)
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bump. Anyone help?
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How do you make camera follow unit that used Hold Fire ability? I tried this:
EVENT: Any unit uses Hold Fire at any stage
ACTION:
Apply Camera1 for player (Owneir of triggering effect unit) over 0 seconds...etc
Follow for player (Owner of Triggering effect unit) (Unit group (triggering effect unit(Caster)) with camera....
Make camera look and follow Triggering Effect unit (Caster) for player (Owner of Triggering Effect Unit (Caster))
Lock Camera input for player (Triggering Effect Unit (Owner (Caster))
I also tried replacing triggering effect unit with "triggering ability target unit" but didn't work.
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I have 200 critters moving around map that players' units must avoid to survive. However I don't know how to alter critter data such that whenever player unit collides with critter it will die. Is there a way for critter to behave same as lava in campaigns- touch it and you die? Is there easier way to achieve this effect?
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Is there a way to test custom map without publishing it? I would not like to publish imperfect map.
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Here's extra screen shots:
http://img714.imageshack.us/i/glow1.png/
http://img192.imageshack.us/i/glow2r.png/
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1) I am having trouble making SM glow pink behavior/actor from SM glow Blue. I tried copying SM glow Blue actor, renaming the copied actor and changing its actor event so that message type Behavior.SetTint will be pink instead of blue. I also made SM glow pink behavior that uses SM glow pink actor.
My trigger adds SM glow pink behavior to a specific unit. The trigger itself works fine but unit is not glowing. What must I been doing wrong?
2) Also, is it possible to make invisible unit to glow as well?
Thanks you guys alot. My map is very close to completion. I hope I could show it to you soon.
0
I must admit that I didn't get too much FPS gain (about 8 to 10) but your method eliminated lag that occur when the spawned units fought each other. The game is so much smoother now even when all 8 players are spawning units...I can really see difference.
Perhaps my CPU is bottleneck. ^^
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@Gimpexe: Go Wow. You are a lifesaver. Thank you so much...
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@aczchef: Go Well...here's how it goes: After recall is casted in area, units have 2 seconds to enter the recalled area. Nothing done yet. At 2 seconds, all the units in recalled area will be teleported at once to mothership.
Hope that clears things up.
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@aczchef: Go
Wow, great job aczchef! Thanks for everything so far. If you could tweak Mass Recall so that unit that enters recall region is teleported 2 seconds after it is casted I think it will be perfect.
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@s3rius: Go How about 500? Anyways what causes system to lag when there's so many units?
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When there's 1000+ units in map there's quite a lag... is it possible to reduce this lag by somehow tweaking units' data? For instance, if a map spawns zealots for each player, can you delete/tweak zealot's data to reduce lag when it reaches high number?
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@aczchef: Go Nice! When you're done would you mind uploading your map so that I can what you did? Thank you so much already!
Also, this thread might help you: http://forums.sc2mapster.com/resources/tutorials/6148-data-persistent-effects/
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@aczchef: Go I can't believe such generous people like you still exist! Anyways...I was wondering if you could help making these abilities:
1) changing mothership's recall so that it works like sc1's arbiter's recall In
sc1, arbiter's recall was somewhat similar to vortex: it could be casted on empty space and when your units came near where recall was casted, the units would be sucked into recall hole and be teleported to arbiter.
In sc2, mothership's mass recall can't be used on empty space; also units that were not initially at recall spot can't be "sucked" into recall and be teleported to mothership.
I tweaked mass recall so that it can be used on empty space (tweaked search effect of recall) but don't know how to change it so that when I mass recall on empty space, units that weren't there previously can be recalled if they move toward recalled space quickly enough (before recall ends).
People told me that persistent effect is needed to achieve this. Can you also change mothership recall so that the place where recall is casted will have animation from Xel'Nega Hull Reactor Small (it's doodad...you might need campaign dependency)
2) Phoenix's overload ability http://starcraft.wikia.com/wiki/Phoenix/Development
(skip to 0:20)
if you can do these, you must be awesome! Thanks
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@nevjmac: Go Some are placed already but by trigger more of them will be created.