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    posted a message on Issue Order Trigger
    Quote from Zolstice: Go

    @Demon4231: Go

    just wondering. You are spawning these units with small intervals with loops right? not all at once? The clumping and pushing problem obviously happens if you create say 10 units instantly and order them around the map.

    With say at least 0.1 second intervals or more, there will be at least some distance between each spawned unit.

    They're all being created at once. Mostly about 15 at a time, really its only the air units that have the problem. The ground units go through the maze just fine. I'll see if I can find whats causing the air units to mess up, if not I'll just make a bunch of triggers.

    Posted in: Triggers
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    posted a message on Issue Order Trigger

    @Enexy: Go

    Here is my code:

            Unit - Any Unit Enters (Entire map)
        Local Variables
        Conditions
            (Owner of (Triggering unit)) == 7
        Actions
            Unit - Order (Triggering unit) to ( Move targeting (Center of TopLeft1)) (After Existing Orders)
            Unit - Order (Triggering unit) to ( Move targeting (Center of TopLeft2)) (After Existing Orders)
            Unit - Order (Triggering unit) to ( Move targeting (Center of TopLeft3)) (After Existing Orders)
            Unit - Order (Triggering unit) to ( Move targeting Finish) (After Existing Orders)
    

    If I do your two region idea wouldn't that require like 2x the amount of triggers? If its the only way to do it then sure I'll do it, but I'm very picky about my code/trigger length.

    Posted in: Triggers
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    posted a message on Issue Order Trigger

    @Enexy: Go

    That doesn't work unfortunately. The center of a region is still a point no matter how big the region is.

    Posted in: Triggers
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    posted a message on Issue Order Trigger

    @Enexy: Go

    This may sound dumb, but how do you issue an order to move towards a region? There's only "Order Towards Point".

    Nvm haha found it.

    Posted in: Triggers
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    posted a message on Issue Order Trigger

    I have a map where waves of units are supposed to go through a maze and at first I had a region where they spawned in the top left and ordered them to go to the middle of the map but they kept getting stuck on the corners of the maze. So I decided to make points on each part of the maze where the unit is supposed to turn and it works great. My only problem is that the units take the points a little too seriously and try to get that exact point which causes them to bunch up and they take turns getting to the point while the rest spin in circles. How can I make it so if they get so close to the point go to the next one without having a ton of triggers?

    Posted in: Triggers
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    posted a message on How do I balance a TD map

    Sorry for making this tread again, the last one got spammed.

    I am trying to balance a tower defense map but I am having trouble figuring out how to make all the levels challenging but possible. I have 50 levels in my map and I don't want to go through all 50 of them to make them balanced. I was told to make a formula to figure it out but I don't know where to start. I have 5 levels that are pretty well balanced and I can't find anything that will help me balance the rest of the levels.

    How can I balance the rest of the levels without playing through all of them?

    Posted in: Data
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    posted a message on Balancing a Tower Defense

    My defense doesn't really have "towers", but you mostly use units. The units can be upgraded but not the towers.

    For the units I kind of went by DPS, some units have splash so I'll have to work on them a bit.

    I don't know how to balance the levels though, there's so much that effects the balance like Unit Speed, Health, Armor, Shield, and Shield Armor.

    Posted in: General Chat
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    posted a message on Balancing a Tower Defense

    Is there any easy way to balance of a tower defense? I made a map that has like 50 levels and I don't want to play through all of them with all the units you can get. I was thinking of making some math formula or something but I really don't feel like doing that. Do I just have to play through all of the levels or is there some easy way to do this?

    Posted in: General Chat
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    posted a message on Mineral/Gas Collection rate

    @Tudentau: Go

    Awesome, thanks. I was kind of hoping it wouldn't have to be so "complicated". I like to have the least amount of "code" as possible, but this will work just fine. Thanks again.

    Posted in: Triggers
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    posted a message on Mineral/Gas Collection rate

    I'm trying to recreate the replay drop down list and I'm having trouble getting the mineral and gas collection rate. Using the player score Mineral Collection Rate doesn't seem to work (pretty sure it's collection rate at the end of the game). How can I get the collection rate for minerals and gas?

    Posted in: Triggers
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    posted a message on Center Dialog Label Text

    I have made a dialog window with a label in it but I cannot seem to find a way to center the text inside the label. I thought it would be something easy to do but I can't find any way to do it. Is there something I am missing or do I have to keep moving the label depending on the text size?

    Posted in: Triggers
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    posted a message on Change havester per mineral block

    Is it possible to set an amount of harvesters per mineral block? I know you can set it to unlimited by checking "Bypass resource queue", but I want to have it to only be allowed to have 20 per block.

    Posted in: Data
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    posted a message on Max Selection Count

    Is there any way to change the maximum amount of units that can be selected? In the normal game you can select a maximum of 255, I want to limit it to 12. I created a trigger that makes it 12 but its not what I want.

    Posted in: Miscellaneous Development
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    posted a message on Gravity Beam

    @shardfenix: Go

    This is a lot more complicated then I thought. I've been looking for quite a few hours now and still no avail. I checked the validators but that's not it, but I noticed that when disabling channeling I can cancel the ability by moving or using the ability again. The only problem with that it that it cancels the current gravity beam and picks up another unit. I'm thinking it has something to do with the channeling, I just need to figure out how to keep the ability going.

    I know this can be done, I've seen it done on another map but I don't remember the map name so I can't look how they did it.

    Edit: I'm thinking I might be able to look at the Medivac - Double Heal and figure out how they got that to work.

    Posted in: Data
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    posted a message on Gravity Beam
    Quote from shardfenix: Go

    @Demon4231: Go

    There are many ways to accomplish this. It depends how you want the phoenix to function. You could make the Graviton Beam behavior (the one on the phoenix that prevents it from moving) allow the phoenix to use graviton beam again on a different target. This would probably be the easiest choice. Giving it AoE or something like that would take a little more work, but could be done without much pain.

    I want to know how to set that. I'm not very good with the editor and I've been searching for quite a while and I can't find anything that allows it to use the gravity beam again.

    Posted in: Data
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