Well... I am not 100% certain of the cause than, it might have something to do with the fact you're killing all of those units.
Every unit that is killed it's running the trigger again.
So essentially you're running that trigger a very large amount of times...
but you kind of canceled that with your last statement.
You can try placing a very small wait in the loop for kill unit U such as 0.05 ticks.
As it was suggested (Kind of) earlier I suggest adding a event for each player, each being to the specific building each one owns, this will cut down on condition checks by a lot making it much more efficient as it wont push a kill event and check a condition on a game all about mass killing.
So in other words take closest unit to point X than check if that distance < a units sight range.
I don't see a quick way to grab a units sight radius so you can assume an average, for example a marines is 9.
You could also take each unit and make the sight radius a grab-able copy, such as if you don't plan on making units buildable use their mineral value as that is grab able. So you would look at the units sight radius and change its minerals to 9, have the trigger grab the units mineral cost for range/distance.
I've been interested in this sort of thing since the editor came out, and found a way to do it with zero triggers. Here's a test map:
I really like your rockets there, I am going to throw it onto an ability and consider using its core.
I assume the same thing can be done with non-missiles such as regular marine fire, if not making the missile invisible and splash effect being a marine fire... if so I would love to get a copy of that as well that or a tutorial ;)
I created a trigger fire/collision system for my side-scroller. It has a baneling with a model of a missile and have I it so when it comes in a certain distance and height of a unit it explodes. It adds every missile fired to an array and adds all enemy units to a unit group and does comparisons on distance.
I also have it complicated where there's two missile types, one in the air and one on the ground as splash radius is 2d not 3d.
Suggestion 1: Post your current code, right-click, copy as text, paste into the Code tags (aka click the gears above editing your post).
Without looking at your code even I think your problem is you're using a timer for one and it is running too many functions too fast as there's no waits.
1. Remove your timer event.
2. Add a EVENT - UNIT DIES for the event.
I don't suggest timers unless you need to use them.
Unit - Create 1 BanelingMissle for player 5 at ((Position of Hero) offset by 1.0 towards (Facing of Hero) degrees) facing (Facing of Hero) degrees (No Options)
Unit - Order (Last created unit) to ( Move targeting ((Position of Hero) offset by 60.0 towards (Facing of (Last created unit)) degrees)) (Replace Existing Orders)
Unit - Order (Last created unit) to (Baneling - Explode) (Replace Existing Orders)
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Well... I am not 100% certain of the cause than, it might have something to do with the fact you're killing all of those units.
Every unit that is killed it's running the trigger again.
So essentially you're running that trigger a very large amount of times...
but you kind of canceled that with your last statement.
You can try placing a very small wait in the loop for kill unit U such as 0.05 ticks.
As it was suggested (Kind of) earlier I suggest adding a event for each player, each being to the specific building each one owns, this will cut down on condition checks by a lot making it much more efficient as it wont push a kill event and check a condition on a game all about mass killing.
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Interesting because it works perfectly for me...
About how many units do you have on the map at once when this happens?
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The trigger seems solid (even tested) however are you sure there's no other triggers conflicting with it somehow?
Do you have a revive trigger after they die?
Do you have any triggers that make a ' Special Building ' unit.
Do you have more than one ' special building ' unit?
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You can duplicate a unit and give it the model of a doodad, you may need to adjust collision size, etc...
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How about using ' Distance '.
So in other words take closest unit to point X than check if that distance < a units sight range.
I don't see a quick way to grab a units sight radius so you can assume an average, for example a marines is 9.
You could also take each unit and make the sight radius a grab-able copy, such as if you don't plan on making units buildable use their mineral value as that is grab able. So you would look at the units sight radius and change its minerals to 9, have the trigger grab the units mineral cost for range/distance.
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I really like your rockets there, I am going to throw it onto an ability and consider using its core.
I assume the same thing can be done with non-missiles such as regular marine fire, if not making the missile invisible and splash effect being a marine fire... if so I would love to get a copy of that as well that or a tutorial ;)
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I created a trigger fire/collision system for my side-scroller. It has a baneling with a model of a missile and have I it so when it comes in a certain distance and height of a unit it explodes. It adds every missile fired to an array and adds all enemy units to a unit group and does comparisons on distance.
I also have it complicated where there's two missile types, one in the air and one on the ground as splash radius is 2d not 3d.
I am taking a look at the data way though.
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Is there any way you can provide more information on the situation?
There's a condition trigger, ' (X UNIT) is visible to player X == True/False '.
Therefore if a unit is visible you can initiate it.
Also entering a region may be a better way depending on the circumstances.
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Suggestion 1: Post your current code, right-click, copy as text, paste into the Code tags (aka click the gears above editing your post).
Without looking at your code even I think your problem is you're using a timer for one and it is running too many functions too fast as there's no waits.
1. Remove your timer event.
2. Add a EVENT - UNIT DIES for the event.
I don't suggest timers unless you need to use them.
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Can you place your code above in code quotes so it is easier to read? Thanks!
I believe a lot of events just store the static information of a unit position and does not fetch the latest dynamic points.
One way to do what you are wanting is this for example:
You will need to make it so when the unit leaves the hellion and when the map initializes that it runs the trigger.
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Yes, != means not equal to.
I suggest moving the (Owner of (Triggering unit)) == 15 above the ' NOT ' and deleting the NOT condition.
Also you can remove the Absolute part of (Abs(Battle Zone 1 Unit Count)) == 1
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I can take another quick look, I was going to mention this before but I believed you fixed it.
The issue is the conditions, take a close look at them.
You originally had, IF:
OWNER OF TRIGGERING UNIT NOT PLAYER 15.
OWNER OF TRIGGERING UNIT NOT PLAYER 0.
The triggering unit is the unit that died.
The unit that died is a zergling owned by player 15.
Remove all those conditions or modify them.
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@Nothing5:
Unit - Create 1 BanelingMissle for player 5 at ((Position of Hero) offset by 1.0 towards (Facing of Hero) degrees) facing (Facing of Hero) degrees (No Options)
Unit - Order (Last created unit) to ( Move targeting ((Position of Hero) offset by 60.0 towards (Facing of (Last created unit)) degrees)) (Replace Existing Orders)
Unit - Order (Last created unit) to (Baneling - Explode) (Replace Existing Orders)
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I have personally done this on my map for my psuedo-baneling-missle and appears to work.
Perhaps there's an issue with the ability you are ordering on the unit.
The unit has to have the ability to do this ability in the data editor, I don't believe it needs to be in the command card though.
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I would like to see a tutorial about lighting...
Everything from changing a maps time of a day happy light to night day.
Including how to properly change a units lighting aura that follows them so they don't have a flashlight at night.