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    posted a message on Where did everyone go?

    Yeah and the thing is: good maps need time. And the game isn't out for too long, so there are a lot of works in progress.

    But I agree.. we need to build up a community. :D Is there some sort of integrated chat here like on hiveworkshop?

    Posted in: Off-Topic
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    posted a message on Terrain Objects a no-no?

    Sorry, for not replying, but I saw your PM/post not until now.

    Ok: Open up the data editor.
    Then select the datatype: Terrainobjects (at the same spot where you choose between effects, units, weapons,...)
    Search for the object (trenchdiagonal1)
    (now enable raw data view, since i have the german version of the editor and don't know how the fields are named in your version)
    I deleted the file path for _Model, _CliffSet and set Radius to 1.

    I am not sure what really made them disappear, but I guess it was the radius.

    Edit: And I checked what caused them to duplicate hundreds of times: Using the higher/lower tool of the terrain palette! Don't ask me why, but clearly a bug.

    Posted in: Terrain
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    posted a message on Where did everyone go?

    I am working on a bigger project, but job, friends, family and the current state of the custom map system make it hard to do much progress :-D

    And I am rather the triggerer and love to construct solid systems, the only thing I really managed in the data editor was one custom attack of a roach. But I love to collect ideas when sitting in the train, and it's great to get inspired by people here. -> I rather read than write :)
    It's the same when I started WC3 mapping, at first there were one million questions and as soon as you have an overview about all the stuff and are at the point where you can find stuff out yourself, desperate threads get more and more rare. :D

    Let's see what blizzard gives us for christmas.

    Greetings from germany, happy sunday

    PS: As soon as I have something to show, I will for sure do it here first!

    Posted in: Off-Topic
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    posted a message on Stop mouse from scrolling camera? [Solved]

    Is fixing camera settings a possibility? Have a try. It will lock the side screen scrolling, but also any other input and I am not sure how that works out for you.

    Posted in: Triggers
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    posted a message on Timer[x] expires --> Set boolean[x] = true?

    It is possible, not as easy as you wrote it, but still quite flexible.

    First of all, let me say that the step you're doing is absolutly necessary and will make your development so much easier and more fun! At the beginning (in wc3) I used to have huge blocks of if then elses or triggers for every player,... ugly and the most annoying thing is: When you want or need to change something you will need to do it x times :D

    Ok now to your problem:

    Edit: Ok, you got an answer while I was typing.. I suggested this solution too:
    for each i 0 - 15

    • if "EventTimer" = timer[i] then
      o do something for player i

    The advantage is that you don't need to copy over the actions you do for the player over and over. But if you want to do different things for each player you should pick the first method.

    Posted in: Triggers
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    posted a message on Script memory limit

    Hey guys.

    I've only heard of it and haven't had any errors concerncing this yet. So how big is the limit we can use for code, especially (array) variables?

    The limit is supposed to be 2mb, but I am not sure how variables, script itself, banks, databases,... sum up to this limit. So I am basically fearing that I will need a lot of int variables to set up levels and lots of other stuff. Compare it to the JASS limits (were there even any concerning memory limit?), there we could have tons of arrays (a single struct had 2 (or 3?) arrays even without any members)

    Posted in: Triggers
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    posted a message on [Trigger] How to Get the Unit that was approached ...

    There is no way to get that unit easily. If this "gets in range of unit" thing works like it did in wc3 it is simply a periodic timer which checks for nearby units ... no magic ;)

    What you could do would be saving your missles in a global unit group and use

    ForEachUnitIn your missle group
    if DistanceBetween(current missle, event unit) <= your distance (+tolerance) then
    set variable unit_that_the_event_unit_came_in_range_of = current missle

    not perfect, but I used something similiar in wc3 to work around just the same problem :)

    gl hf

    Posted in: Miscellaneous Development
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    posted a message on Terrain Objects a no-no?

    Not every object is bugged ofc. But I think that the other guys who had the same issue used another terrain object.

    Also I had another bug with another object. It didn't duplicate but just screwed up the terrain.

    I would just be cautious and not spam them over the map. ;)

    And of course: Make backups and use the autobackup function of the editor (one of the best tools they implemented :D ).

    Posted in: Terrain
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    posted a message on Terrain Objects a no-no?

    I am not sure, I did a test right now and placed two terrain objects right next to each other (not exactly on the same spot) and played a litte around with the terrain tools... I used TerrainObjectTrenchDiagonal1 and voila: 42 objects are on my map (can be looked up in the xml file).

    When I had the problem I had over 5000 of these trenches, which caused heavy lag and I was unable to opoen the terrain editor (so it seemed they became more and more).

    I will try again and see what exactly causes it to duplicate.

    EDIT: Ok, I could reproduce this. Using the height-tool in the terrain editor on the location where the terrainobjects are duplicates them DAMN OFTEN! I just used the tool for some seconds doing some increasing and lowering and I have now 122 objects.

    To reproduce: Create a new map (use campaign dependency) Create one or two of the terrain object "trenchdiagonal1" Use the height tool on the location of the terrain objects. ,save the map ,open the import manager and check the checkbox (whatevers it is called in the English editor...) ,click "t3terrain.xml"

    And wonder how the hell <cliffDoodadList num="128"> 128 objects came into the editor.

    Posted in: Terrain
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    posted a message on Terrain Objects a no-no?

    Up to the latest patch: yes. (one thread was by me)

    It duplicated 5000 times, wasn't funny at all.It was the TerrainObjectTrenchDiagonal for me, I solved the problem by setting the radius to a value greater than zero and removed the model of the terrain object. Then I could delete them.

    I guess that it somehow duplicates when something is done in the terrain editor and when the radius is 0 ... but that's simply guessing, I won't do any more tests with them :D

    Some seem to work though, I guess you should reference the campaign maps to see which one they used

    Posted in: Terrain
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    posted a message on Get distance between 2 units

    Yes there is ;)

    Distance between Points (Position of Unit A, Position of Unit B)

    The first action is under the section "point", the second under "unit"

    This returns a real (=fixed) value, so create a real variable and set the result of the distancebetween function to your variable.

    Posted in: Triggers
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    posted a message on Damage type condition

    When having the condition in a trigger that fires on a damage event do:

    CatalogFieldValueGet

    entry=StringToText2(EventUnitDamageEffect)

    fieldpath="Kind"

    catalog=c_gameCatalogEffect

    player=EventPlayer (or UnitOwner of damaging unit or any other player (better not use "all players"))

    then compare if this strig is equal to "Melee", "Range", "Splash"

    Edit: Why do I have to hit enter twice to avoid having one huge block of text?! :O

    Posted in: Miscellaneous Development
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    posted a message on Removing a unit's ground collision

    Yep I want to remove a unit's collision ingame. I don't care if it would need to be done by a behavior, effect or trigger.

    But I haven't found any trigger that could do so, and no behavior or upgrade which would influence this field... that's why I fear that I'll need some ugly workaround with an invisible dummy unit attached to my unit.

    Last thing I will try is if I can modify the catalog fields via triggers, but as far as I know only fields modifiable by upgrades can be manipulated.

    Posted in: Data
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    posted a message on Removing a unit's ground collision

    Hi there. As the title says: How do I remove the collision of a single unit or at least a unit type? I don't see any unit properties or upgrades that allow me to change the inner radius or the collision type.

    I could think of linking a invisile dummy unit which has normal collision to my normal visile unit without collision. Then maybe the desired effect could be done by simply killing the linked dummy unit. But I have no clue how to set that up, I am no data expert ;)

    I hope for better and simplier solutions though.. thanks!

    Posted in: Data
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    posted a message on Suggestions for Improving The Popularity System, discuss here!

    Colt556, you forget that there are also other players out there. Take me for example, I don't want to have dozen of Dotas like I had in WC3. I played dota a few times, and all I experienced was an incredible hostility towards newbies ... I rather liked joining maps that seemed new to me!

    But yeah, the old system wasn't perfect, but by far better than the current system is. Though I fear that they will not do drastical changes to their system like suggested by many people. Maybe they want to control what is on the first side (featured maps, premium maps, marketplace maps,..) to make sure they benefit. And maybe this loss of control is also the reason they don't want player hosting games .. see what happened to dota ;)

    Quote from Colt556: Go

    I shouldn't be forced to use their system, and abide by their rules.

    They make the game, they make the rules. :/

    They probably removed custom names because of their fear of (d)evil words such as "Jesus"... .

    But what really needs to come after my opinion is a method to search for a map when joining, not only when hosting! A basic category filter would be really helpfull too (like HeroDefense, RPG, TD, whatever)! The current filters are useless if they even work. @KratsAU: Also your suggested rating system would be a nice thing (which will most likely never come). I dream of people having the possibility to write one or two sentences after the game finishes as a feedback too... this would increase feedback, suggestions, balance approaches, motivation for the creator, ... drastically. I mean: Did you switch to desktop, opened your browser and wrote an email to a map creator after finishing a map? ;)

    Posted in: Galaxy Editor Bugs and Feedback
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