My send actor message host site operation triggers aren't working anymore since the latest patch.
It just gives me an error that it's not a valid site op.
I have everything right. I set the Host to "::Host" and the Site Op name to the raw data id of my site operation but it still gives me that error.
Does anyone else have a problem with this?
If I read correctly, your beam effect is an AoE attack that you want to impact a target point.
So instead of using a unit for the impact host, use a site actor.
Create a "Site" actor name it "Beam Impact Site" or w/e and create an event for your new site actor:
effect.*attackeffect*.start
-create
under the host site ops for your new site actor put "SOpTargetPoint".
if you want the beam to impact slightly higher than the ground create a "Site Operation (Local Offset)" change the Y offset and add that Site Op to your impact site.
Then go back to your beam actor and under the "Host Impact" field keep everything default except for the last field, "Host".
Click the "Actor" button. Find your "Beam Impact Site" actor and select it. Hit ok.
If done correctly, your beam will now impact at the target point of the effect. Take a look at the Colossus' beam actors for reference. Gl.
Yes, many triggers with the same event and different conditions will generate lag. Can you not specify the variable in the event? If not, you can create a single trigger with the event and then place a switch statement in the action. Each case of the switch statement would start an action definition. I'm not looking at the editor right now, but it would look something like:
left_btn is referring to your variable and left_is_pressed() refers to the names of action definitions that you define.
that's pure genius! It's both optimizing and beneficial for design. Thanks guys! +rep!
Ok so my Metal Slug map has the feature to set custom binds.
Which is done using hotkey variables which the player can change using the custom binds dialog.
All the keypress events for my triggers use the "Any Key" parameter. Then theres a condition for the trigger "(Key Pressed) == *Key Bind Variable*".
That means all these triggers run and check their conditions at the same time.
Does that create a lot of lag?
Should I just remove the custom binds feature in Metal Slug?
i really like this idea. every week sc2mapster could host a custom games lobby for a new map.
that way the map gets popularity and the author gets to test their map. plus it'd be a lot of fun to play as against the sc2mapster community.
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its like the matrix just without the bad acting and terrible execution!
edit: i'm not hating. the matrix is one of my favorite movies.
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My send actor message host site operation triggers aren't working anymore since the latest patch.
It just gives me an error that it's not a valid site op.
I have everything right. I set the Host to "::Host" and the Site Op name to the raw data id of my site operation but it still gives me that error.
Does anyone else have a problem with this?
0
Are you using an action actor? Custom beams and actions actors don't mix well.
Action actors w/ beams only work if they have a unit actor impact site.
You should use the beam's actor instead. Here's an quick explanation:
http://forums.sc2mapster.com/development/map-development/4449-beam-impact-point-sticking-to-target-unit/#p9
If I read correctly, your beam effect is an AoE attack that you want to impact a target point.
So instead of using a unit for the impact host, use a site actor.
Create a "Site" actor name it "Beam Impact Site" or w/e and create an event for your new site actor:
effect.*attackeffect*.start
-create
under the host site ops for your new site actor put "SOpTargetPoint".
if you want the beam to impact slightly higher than the ground create a "Site Operation (Local Offset)" change the Y offset and add that Site Op to your impact site.
Then go back to your beam actor and under the "Host Impact" field keep everything default except for the last field, "Host".
Click the "Actor" button. Find your "Beam Impact Site" actor and select it. Hit ok.
If done correctly, your beam will now impact at the target point of the effect. Take a look at the Colossus' beam actors for reference. Gl.
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i think the next map file has to be already downloaded to the players computer for the load next map trigger to work right
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psi blade melee weapon in metal slug 2 INCOMING.
thanks Phaos
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that's pure genius! It's both optimizing and beneficial for design. Thanks guys! +rep!
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Ok so my Metal Slug map has the feature to set custom binds.
Which is done using hotkey variables which the player can change using the custom binds dialog.
All the keypress events for my triggers use the "Any Key" parameter. Then theres a condition for the trigger "(Key Pressed) == *Key Bind Variable*".
That means all these triggers run and check their conditions at the same time.
Does that create a lot of lag?
Should I just remove the custom binds feature in Metal Slug?
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Guile.413 - US
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making turrets turn is an enigma. no-one's figured it out aside from half-baked "attack" triggers.
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@Azkit: Go
if its not working then just set the action to "Any unit is selected by Any Player" and make a condition for it "Triggering Unit = Example_Unit"
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@jarltheafro: Go
i really like this idea. every week sc2mapster could host a custom games lobby for a new map.
that way the map gets popularity and the author gets to test their map. plus it'd be a lot of fun to play as against the sc2mapster community.
0
@gankstapony: Go
prob high.
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very cool. imagine taking the flame thrower off the hellion and giving it to a marine as a gatling gun? EPIC
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2 player isn't released yet. I'll work on it when I get my new laptop.
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@JASTME: Go
you can download the version vs ai to try it out