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    posted a message on Triggers don't consistently run.

    say whats the problem then for me, cause i would really like to fix it.

    Posted in: Triggers
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    posted a message on Triggers don't consistently run.

    @SouLCarveRR: Go

    i have also come to the conclusion that soulcarverr is one angry guy, Telling me my logic broken?, post triggers? ,telling me i have no idea what im doing ? , First of all, this is a trigger i got from onetwos tutorial on hero revive ( with items part excluded because blizzard just fixed the item bug with the latest patch) , secondly the trigger is posted up on the link, but ofcourse you didnt check it, you rather post non sense about me. I have also described the bug, I said it happens when theres stuff going on ( from the replays i have seen of it happening) . As they are posted up on the site for my map , take a look bug if you want http://www.zealotfrenzy.com/viewtopic.php?f=22&t=1005

    Again, please do the slightest bit of research before posting a QQ reply . The trigger was posted up 2 days ago in the thread i linked.

    Posted in: Triggers
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    posted a message on Triggers don't consistently run.

    i have come to the conclusion that sc2 does load shedding , check this thread i made http://forums.sc2mapster.com/development/data/17467-effect-issue-order/

    There is simply no reason for the trigger not to run. And of all the times i have heard this bug happen in that thread, is when stuff is going on in the map, much like the situation you are describing right now, which leads me to believe the engine prioritizes certain stuff .

    Thats my thoughts, you are vexal and u dont make bad triggers :P . You gotta wait for blizzard to fix/report this. Im going to also

    Posted in: Triggers
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    posted a message on Weekly Data Exercise #8 - Recreation!

    well offensive/defensive wont really help here, since that wont trigger when it needs more spawn larvas.

    I think doing search areas are the only way . ( its in the data editor, this wont suck any performance from your machine at all with the method i suggested)

    Posted in: Data
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    posted a message on Weekly Data Exercise #8 - Recreation!

    well i dont have time, but i would do that by changing the ability around a little, Use an effect persisent with an infinite loop of like 30 seconds per duration(whatever the recovery of energy time is or less , it doesn't matter) ,

    Then Have it do a search area for the target when the period duration is up, then within the search on matching filters it will cast an "issue order effect with the queen spawn larva ability onto target." The search filters would need to be validators to get the proper unit and to see if the target already has the spawn larva buff. If any of these are true, the validators will make sure nothing happens.

    Posted in: Data
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    posted a message on Weekly Data Exercise #8 - Recreation!

    pretty bad idea honestly , making any ability autocast is really easy, it requires like 4 seconds of field adjusting within the ability.

    Another idea maybe?>

    Posted in: Data
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    posted a message on "effect issue order"

    death time has always been infinite , im not a novice here , my map is like 5 months old and on top of every popularity list on bnet, however these complaints have always come such as this -> http://www.zealotfrenzy.com/viewtopic.php?f=22&t=1005 , hence why i know the trigger is supposed to work, but it simply isnt 100% of the time which is totally baffling . BTW what i also know from watching the replays of this bug happen, is that the "if " part of the trigger after the wait is not the reason for it failing, because the display text marked before the wait doesnt show. So i can clearly see that the trigger is simply refusing to fire at these very rare instances.

    Thats why i want a data editor solution for auto hero revive, i try getting the effect "issue order" to revive a hero automatically on a peridoic behaviour buff, but i cant seem to get that to work (issue order has the revive ability linked up inside) .Any ideas?

    Posted in: Data
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    posted a message on "effect issue order"

    yea sure, it does not want to work at times (btw how to get a hero to follow a rally point when it revives with this trigger) Anyway It works 99% of the time when reviving heroes, but 1% of the time it fails, and when it does, it seems to fail when lots of stuff going on, so im guessing either this trigger is bad, or sc2 does load shedding, or lag spikes screw triggers up or something.

    Unit - Any Unit dies
    Local Variables
    TriggeringPlayerId = (Owner of (Triggering unit)) <Integer>
    TimerWindow = No Timer Window <Timer Window>
    DieingHero = (Triggering unit) <Unit>
    temp group = (Empty unit group) <Unit Group>
    trig_player = (Triggering player) <Integer>
    Conditions
    ((Unit type of DieingHero) is Hero) == true
    Actions
    Timer - Start GlobalTimer[TriggeringPlayerId] as a One Shot timer that will expire in 35.0 Real Time seconds
    Timer - Create a timer window for GlobalTimer[TriggeringPlayerId], with the title "Hero Revive In", using Remaining time (initially Visible)
    Variable - Set TimerWindow = (Last created timer window)
    Timer - Set time format for TimerWindow to Total Seconds (s)
    Timer - Set TimerWindow gap width to 0
    Timer - Hide TimerWindow for (All players)
    Timer - Show TimerWindow for (Player group(TriggeringPlayerId))
    UI - Display "Your Hero will revive in 35 seconds..." for (Player group((Owner of DieingHero))) to Subtitle area
    General - Wait 35.0 Real Time seconds
    Timer - Destroy TimerWindow
    General - If (Conditions) then do (Actions) else do (Actions)
    If
    (Upgrade / Utility Drone count for player (Owner of DieingHero), counting Queued Or Better) == 1
    Then
    General - Custom Script: UnitRevive (lv_dieingHero);
    Unit - Set DieingHero Life (Percent) to 100.0
    Unit - Set DieingHero Energy (Percent) to 42.0
    Unit - Move DieingHero instantly to ((Start location of player trig_player) offset by (-2.0, -2.0)) (No Blend)
    Actor - Attach Blink Stop Model to Overhead on DieingHero
    Sound - Play Stalker_Blink for (All players) on DieingHero with Z offset 0.0 (at 600.0% volume, skip the first 0.0 seconds)
    UI - Display "Your hero has been revived !!" for (Player group((Owner of DieingHero))) to Subtitle area
    General - Wait 1.0 Game Time seconds
    Actor - Kill actor model (Last created actor)
    Else

    Posted in: Data
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    posted a message on "effect issue order"

    how do i get it to work with a "hero revive" ability. thanks . When i try to do it on a periodic buff ( to simulate auto hero revive), It dont seem to work.

    I use a triggered auto hero revive, nothing is wrong with the trigger, however at some points in the game, it loves to ignore the trigger and a hero gets permanently lost, thus why i want to switch over to a data editor hero revive.

    Posted in: Data
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    posted a message on Volatile 1.2 popularity

    looks like its fixed now.

    I kinda missing the bugged system to be honest , all it needed was a search bar.

    Posted in: General Chat
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    posted a message on 1.2 Chrono Rift Vision

    i had that same problem, take a look at the buff of chrono rift for (units). For the the modification field go under units tab. You will see sight radius, set it back to 32.

    Posted in: Data
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    posted a message on Volatile 1.2 popularity

    @Vexal: Go

    well mines is 12 players, and the average game is around 40 minutes also......

    i never had popularity problems for my map, however when i frst released the map( about 4 1/2 months ago), it was incredibly frustrating never being able to start a full a game cause of the old system.

    Basically players would enter your map, but because i required 12 players, a host would afk in the lobby waiting for other players, and then it ended up going no where, cause host is the only one who could start the game. It happened all the time. What are the chances of more than 1 person pressing scroll more numerous times to enter custom games? you might get 1 person, but another? LOL..., Now lets say you got 6 lotto winners ( thats the amount of luck required), the players were waiting so long in the lobby that host went afk and it would never start.so the games went no where when i first released the map on this god forsaken horrible system.

    I am not ashamed to admit i said fuck this system, waited for a reset, and boosted the map with a mouse macro by leaving my pc on to run it whole day/night. Only then was i able to get some players into the game. Cause it appeared higher on the list. Then it took off in the popularity and stayed on page 1/2/3/4 for atleast 3 months now. Basically if i didnt abuse. It would be lost in the abist with the rest of the maps that are going no-where due to 0 popularity

    Now check this new system, Any new map now could basically appear on the top of the list, Gather 8 friends, log in some time for the map, and when it reaches 13 or so hours, it will be on page 1.

    The biggest problem of the custom game list basically got a huge facelift, Its not great, but its Pretty good start imo.

    Posted in: General Chat
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    posted a message on Volatile 1.2 popularity

    no offense, but the popularity meteor from before was really bad.

    How could a gauge that didnt take into factor how many players or the average time taken to complete a game say how popular a map really is? Yay for the 10 minute small number of players maps raping the popularity list.

    So many 1 player maps just rocketed straight to the top of the popularity list then died off fast cause of this bad gauge.

    New system is decent, not great, but i think its definitely better than what we had before.

    Posted in: General Chat
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    posted a message on Taking Trigger Questions

    nope, i using the standard veterancy in the data editor. It works for everything so far,

    I just trying to make the experience bounty different depending on the level of the hero, and that trigger isnt working, got a work around?

    when i do that very same trigger with the minerals instead of Xp, it works.... so my events /conditions are correct.

    Events Unit - Any Unit gains an experience level

    Local Variables

    Conditions ((Unit type of (Triggering unit)) has Heroic attribute) == true

    Actions General - If (Conditions) then do (Actions) else do (Actions) If (Experience level of (Triggering unit)) < 4 Then Unit - Set (Triggering unit) Bounty (Minerals) to 700.0 Unit - Set (Triggering unit) Bounty (XP) to 500.0

    The minerals part works, the experience part doesnt

    Posted in: Triggers
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    posted a message on Taking Trigger Questions

    I posted this in another thread, but im wondering if you can help me with this

    okay so with the new patch, i can finally revamp my experience system, until i ran into this problem, i would like to change the experience bounty a hero grants depending on the current level of the hero.

    So naturally lower level heroes give small amounts of Experience, and High level heroes give higher amounts of experience.

    However this trigger refuses to work....

    Unit - Set (Triggering unit) Bounty (XP) to 500.0

    Am i doing something wrong?

    when i do this trigger instead- Unit - Set (Triggering unit) Bounty (Minerals) to 700.0 . That works perfectly fine. However thats for mineral bounties.

    Please dont tell me i have wait months again for this fix :(, please tell im doing something wrong

    Posted in: Triggers
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