• 0

    posted a message on Weekly Terraining Exercise #15: Say 'cheese'!

    @Exaken: GoI'm a bit off-topic, but seeing your picture makes me wish Blizzard had though of an heightmap import tool... It would make terraining (or at least, editing heights) soooo much easier...

    Posted in: Terrain
  • 0

    posted a message on (solved)Weird issue with roads

    My map is using Mar Sara roads so far, and I wanted to add another type of road to make it suit better with my texture set. So I just went in the Data Editor to add an hard tile (Meinhoff road), saved the map, closed it, opened it again and the 2 types of road are displayed in the tools list. But when I try to add any road it won't work anymore... Of course, if it was only "that" easy I wouldn't create a topic for that. The weird issue is I CAN create roads (either Meinhoff or Mar Sara), BUT it is only displayed in a specific part of the map. I tried to create a part of road anywhere, it won't work unless it is done in a small part of the map. I tried moving the road created this way (by selecting its points and moving them to another area), but it seems like as soon as it is moved it isn't displayed anymore...

    So basically:
    -added Meinhoff road to the tileset
    -can't add road unless done in a specific area of the map
    -roads moved from the specific area won't show (even after save+close+reloading)

    I tested removing the secondary road type, it seems like even when there is only one road type available the problem persists... Weird, since the only area where the roads actually show has nothing particular (no path blocker or anything like that). Any clue?

    Posted in: Terrain
  • 0

    posted a message on (solved)how to forbid pathing to a specific player

    Well... Just tested the collision flags this morning using the already existing "Dynamic Pathing Blocker 1x1" units (and 2x2). They use the "Unused (Land 07)" collision flag, so I just added the same flag to my unit/hero and checked that no other unit I needed was using this flag. It did work but for all units, so the enemies coming from the sides can't find a path anymore. Did I do something wrong?

    Posted in: Terrain
  • 0

    posted a message on (solved)how to forbid pathing to a specific player

    @TheKC: GoThanks for the suggestion. I need to block a unit type which is some kind of hero. There are 2 human players, and they both have a hero of the same type, so I guess your method will work as long as they are flagged to collide with the blocking unit.

    Anyway, I just found some trigger-based method to do what I wanted, I'll show it here so that anyone can know how it's done. I fear it could be very laggy if played through BattleNet, though (because of the speed at which it is periodically checked)... I tried increasing the delay, "every 0.2 seconds" was not fast enough.

    Force coordinates (left side)
    Events
    Timer - Every 0.05 seconds of Game Time

    Conditions
    (X of (Position of THE_UNIT_VARIABLE)) <= X_LIMIT

    Actions
    Unit - Move THE_UNIT_VARIABLE instantly to (Point(X_LIMIT, (Y of (Position of THE_UNIT_VARIABLE)))) (Blend)

    Posted in: Terrain
  • 0

    posted a message on (solved)how to forbid pathing to a specific player

    @Pshyched: GoThat's what I thought. It actually works... kind of...
    I'm using WASD movement in this map and it seems like, when you move diagonally, the trigger is not "strong" enough to push you away from the region. And it also does some weird moves, because the order from the trigger comes in conflict with any movement you do (either by clicking or using WASD movement). So basically, the trigger method works but it looks ugly. Sometimes it will even stop pushing your unit away if you insist too much, which is why I wasn't too confident about this method.

    I'm thinking of creating a trigger that will force the player in the river to stay within the (X,Y) map coordinates (as if it was the map border), where X is set to the limit I don't want him to cross. I don't know if it's doable but I'll try. Any other idea (invisible "walling unit" following the player on an axis, or something like that)?

    Posted in: Terrain
  • 0

    posted a message on (solved)how to forbid pathing to a specific player

    Is there any way to make a no-pathing that will not affect a specific player?

    I have a river crossing the map horizontally, enemy units are spawned from each side and make their way through the flooding water. The human player must cross the river (vertically) but I don't want him to be able to reach the spots on the side, where the enemy units are spawned. Is there something like a no-pathing tool, or doodads like "path blockers" that can work to prevent a player from reaching an area while units from another player can walk freely through them? I bet I will have to combine triggers and/or data to make something like this, so if you have any idea on how to make a "player-specific path blocker", I'd be glad to hear it...

    Posted in: Terrain
  • 0

    posted a message on Warp in units.
    Quote from SouLCarveRR: Go

    why not spawn the warp effects and spawn units with triggers...

    When adding a warp effect on a unit (assuming it's done using triggers), you also need to kill the effect in the end or it will stay attached to the unit. The visual effect will be gone (it will look like the effect is finished), but the actor that actually sticks to the unit is still there until you ask to remove it. I'd rather let the game core manage the warp effects on its own rather than trying to fake them manually. Plus, if you make a mistake in the triggers/data it will be even worse. These invisible units are obviously not "that" pointless since official maps from the campaign use them. If Blizzard took time to create them and put them on their maps, it mustn't be so anecdotal... Either it improves CPU/GPU stress performance, or it saved them time when having to create the 30 campaign maps. It would be a mistake not to use them.

    Posted in: Triggers
  • 0

    posted a message on Rotating Cannon

    @Furyvore: GoI should have known it couldn't be that easy... Well, the only thing I an think of is to add an ability/behavior then... If you can tell the unit to rotate periodically through a behavior, I guess it could work. It will probably mess with the unit sight though, unless you change the arc of detection to 360 degrees... This is the only help I can provide. :(

    Posted in: Data
  • 0

    posted a message on Rotating Cannon

    Did you check if the mothership uses any different mover(s)? (ie. different from the usual "Air" mover almost every air unit uses)

    Posted in: Data
  • 0

    posted a message on Warp in units.

    @TheAlmaity: Go

    You made my day... I knew about a zerg unit that provides virtually infinite supply for zerg units (something like 10000... *cough* did someone say "it's over 9000"? *cough*), but I didn't know there was something like a super warp gate. This is sooooo useful.

    Posted in: Triggers
  • 0

    posted a message on what does my petite cheu fluer (somthin like that) mean?

    Actually it's "chou-fleur"... It could mean califlower as Houndofbaskerville suggested, but it's also a colloquial way to name someone who's intimate (especially when combined with "mon petit"). It's almost the same as saying "sweetheart" in english, but it also has a pejorative meaning in some cases ("avoir le cul en chou-fleur" is one of them... but don't ask me to translate this!). Someone might use this kind of word when making fun of you.

    Posted in: Off-Topic
  • 0

    posted a message on Unit Pathing Issue

    I tried to adapt my method to something with 3 lanes, and 2 units blocking the way in each of these lanes... It's hard as hell to figure when and where there is a unit in the path, and what to do with which unit from the attacking player... Too many parameters to consider means the method is not the best we can find. I don't think the triggers on my project will be of any help here, since your problem is of an higher level.

    Actually, on second though, the trigger you showed earlier can do the trick on its own... It orders them to attack, just order them to move instead so they will no longer aim at units in other lanes (let's hope so, at least). Then, add a condition that will only give the "move" order to IDLE units (I know this can be done somehow, I'll check later and tell you if I remember how... but this might actually be the key to the whole thing). Basically you don't want to move the units which are already attacking something or moving towards their target, so you wait for them to be idle before ordering them to move again. Decreasing the wait between each periodic execution of the trigger improves its efficiency (it prevents idle units from attacking something in the next lane while waiting to be given the move order again).

    Create another trigger which periodically check that a unit owned by the ATTACKING_PLAYER comes close to the DEFENDING_PLAYER (this is where the "distance between points" comes into play). When the condition is met, order the unit owned by ATTACKING_PLAYER to attack the closest unit owned by DEFENDING_PLAYER...The attacker should normally attack the unit in its path, kill it, then it will become idle. The first trigger will then give the order to, once again, move along the path until there is another defending unit coming in range.

    Sorry about only throwing ideas without actually illustrating them, but it takes time to make the triggers work and I'm actually kind of busy with a few projects already (AND it's late now... I need to sleep... sometimes...). I'll try to take some time later to actually create the triggers and share them. By the way, you may need to paint the terrain with the "no pathing" tool to prevent units from moving between lanes.

    Posted in: Triggers
  • 0

    posted a message on Unit Pathing Issue

    It might not be as hard as you think... If your goal is to do a gameplay really similar to PvZ (units following a lane in order to reach a point, and destroying anything on its path), instead of making the spawned unit to attack you should make it MOVE toward a point. While moving it will ignore the combat behavior. When it comes in range of a unit, you just have to replace the existing order to "attack", then tell him to wait until his target is dead before continuing to move towards the point again. It will LOOK like the unit is rushing towards the unit, but in fact his true goal is the point behind. So when someone is on his way, he starts attacking then continue his way towards his true goal. It can be done quite easily:

    -spawn the unit, give it the order to move towards a point
    -wait for condition "distance between position of the spawned unit and position of "anyone blocking him" <= 2" (2 should be enough, obviously you'll need to test it and change it acordingly)
    -give order to attack "anyone blocking him"
    -wait until "anyone blocking him" is dead
    -issue order to move towards point
    -rinse and repeat

    It's only theorical and a bit tricky, but it's possible with only a few triggers. I did something similar in my current project (basically I spawn a unit, order it to go towards a point, and it only attacks anyone in its path... when the unit reaches its goal it is teleported back to where it comes from, and it repeats the process until dead). Might not even require more than one trigger...

    Posted in: Triggers
  • 0

    posted a message on Warp in units.

    Warping units (the same way as in melee) requires the same building and upgrades as in melee:
    -a pylon or a warp prism (or at least anything providing a warp field where you will warp the units in)
    -the upgrade for being able to warp units must be researched
    -you must have the ressources required for the units to warp in

    solution to #1: either create a unit through triggers (Unit - Create unit) or place them directly on your map, to add a warp field where your units can warp in
    solution to #2: add an action in one of your triggers so that the research "Warp gate" is researched. It can be either "Tech Tree - Add Upgrade Level for Player" (works instantly) or "Unit - Issue Order to Unit" (ordering a gateway to actually research the "warp gate" upgrade, which obviously takes time)
    solution to #3: add action(s) in one of your triggers ("Player - Set Property") that gives the right amount of ressources to the player owning the warped units

    Posted in: Triggers
  • 0

    posted a message on The infamous burrow evades me again...

    This should help you (or not):
    http://img231.imageshack.us/img231/5483/77687492.png

    I posted it in another topic where someone wanted to make his units trigger the whole thing when entering a region, and it works. You need to revert the effect (burrow instead of unburrow), but it should work exactly the same way. Instead of checking for someone entering a region, just execute the trigger with Map Initialisation.

    Since your problem seems not to be the burrow order itself, it might be one of these:

    -you have left the default "Melee Initialisation" trigger intact. Which may cause the owner of the units (whether it be Hostile or any AI) to unburrow them as soon as they are ordered to burrow, to keep them available for attacks. Remove any trigger executing AI behaviors if needed.
    -you have units close to the burrowing units that are in another faction (ie. they are considered as enemies). Try putting the units you want to burrow away from any threat they might be willing to attack.
    -you have another trigger/action in conflict with the one executing of the burrow order. Which may cause the trigger to work fine, but some other trigger executed slightly later might replace the order and unburrow them.

    Posted in: Triggers
  • To post a comment, please or register a new account.