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    posted a message on Chicken Assets

    It may have already been said or not important at all, but the Paratrooper-Zealots still have a Flyerhelper when having reached the ground.
    I got rid of that by using the following actorevent

    SelectionLocalUpdate.*.Start
    IsStatus Landing [Index 0 here]
    Destroy Immediate [Target: Flyerhelper]

    Apart from that: AWESOME work. Thank you alot for uploading these, they helped me alot creating some really cool stuff.
    I hope it's ok to recreate this giving you credit.

    Posted in: Data Assets
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    posted a message on Questions on Occlusion

    Take a look at the models that you're using. There's a field called Occlusion. The ceiling's model should have "Hide", while every unit's model should have "Show" selected. This way, whenever the ceiling would obstruct the view on a model that's tagged "Show", it should become transparent.

    Posted in: Data
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    posted a message on Single direction firing

    My guess would be that you left the field Stats - Arc Slop unedited. When both Stats - Arc and Stats - Arc Slop are 0, the weapon should only be able to fire in the direction it is facing.

    Posted in: Data
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    posted a message on Weekly Data Exercise #16 - Attach yourself here.

    I'd contribute a (cosmetically) finished unit as soon as i find time to extract/recreate it.
    It's basically some kind of turtle-truck with some attached turrets, spikes and whatnots...

    Here you go:

    Posted in: Data
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    posted a message on Issue Order Effect Flags

    Last try to bump this.

    Come on people, at least one of you must have a slight clue about this topic.

    Posted in: Data
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    posted a message on Issu Order , need a quick hand

    There was a great tutorial about AI: http://forums.sc2mapster.com/resources/tutorials/17420-data-ai-simple-behaviors/
    The Bovine Stormtrooper example should be exactly what you're looking for.

    Posted in: Data
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    posted a message on Issue Order Effect Flags

    Bumpity

    Posted in: Data
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    posted a message on Issue Order Effect Flags

    I'm actually asking for something that the wiki is missing.
    The Effect - Issue Order effect does have a field called Command Flags. There are eight options to choose from:

    Alternate
    Preempt
    Queued
    Set Autocast
    Set Autocast On
    Smart Click
    Smart Rally
    Subgroup

    I have no idea what these may do at all. Though i can somehow imagine that "Queued" would queue the issue order effect after the unit's current orders.
    However, i have no clue what the others do specifically.

    Here's a (hopefully) clearer example of what i'm trying to do.

    I've got a unit.
    This unit has the Effect - Instant abilities to apply behaviours to itself.
    These behaviours work as an auto-train.
    While the unit is training something, i want the player to be able to change the auto-train behaviour. When he does so, i want the unit to cancel whatever it is doing at the moment.
    I've got everything working, except the unit won't cancel production.
    I tried using an Effect - Issue Order to use the cancel ability, but - and here's the jist - the unit doesn't execute this order immediately. I'm sure that this has to do with the Command Flags, which is why i'm trying to find some info on this. In vain, yet.

    Posted in: Data
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    posted a message on Issue Order Effect Flags

    Shameless Selfbump

    Posted in: Data
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    posted a message on Issue Order Effect Flags

    Hello there.

    I'm trying to use an autotrain ability utilizing behaviours. Basically, the structure has got three abilities. "Produce a worker", "produce a tenant" and "pay the rent". They all are Effect - Instant abilities, using an Effect - Set to apply the right behaviour and remove the other ones.
    The behaviours are using "Effect - Issue Order"-type effects to make the unit train the unit referred to by the train ability. So far, so not broken.

    But when i change the behaviour, i want the queue to be emptied so a new unit can be queued instantly. I tried adding an "Effect - Issue Order" to the set which orders the unit to use the Queue-ability's command to cancel production before executing the "Apply Behaviour"-effect, but that doesn't work. I assume that the "Cancel production" order is queued up AFTER the production, thus rendering it useless. My bet is that there's a flag for the "Issue Order" Effects that somehow allow this to happen.

    TL;DR : What do the flags of "Effect - Issue Order" mean/do?

    P.S: Search didn't turn up anything useful and the wiki doesn't seem to have anything on this. If I'm wrong, I'd like to be corrected with the addition of a link.

    Posted in: Data
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    posted a message on Teleport using pathing

    Alright, seems i'm too stupid to figure this one out.

    Movement
        Events
            Unit - Any Unit is issued an order to  Move
        Local Variables
            Target Location = No Point <Point>
            Start Point = No Point <Point>
            Close Station = No Unit <Unit>
            Target Station = No Unit <Unit>
        Conditions
            Movement - Ordered By Trigger == false
        Actions
            Variable - Set Start Point = (Position of (Triggering unit))
            Variable - Set Target Location = (Target point for (Triggering order))
            Variable - Set Close Station = (Closest unit to Start Point in (Units in (Get Stations()) owned by player (Triggering player), with at most Any Amount))
            Variable - Set Target Station = (Closest unit to Target Location in (Units in (Get Stations()) owned by player (Triggering player), with at most Any Amount))
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    And
                        Conditions
                            (+ ((Real((Pathing cost between Start Point and (Position of Close Station)))), (Real((Pathing cost between (Position of Target Station) and Target Location))))) < (Real((Pathing cost between Start Point and Target Location)))
                            Target Station != Close Station
                Then
                    Variable - Set Movement - Ordered By Trigger = true
                    Unit - Order (Triggering unit) to ( Move targeting (Position of Close Station)) (Replace Existing Orders)
                    Variable - Set Movement - Ordered By Trigger = false
                    Unit - Wait until (Triggering unit) Becomes idle
                    Unit - Move (Triggering unit) instantly to (Position of Target Station) (No Blend)
                    Variable - Set Movement - Ordered By Trigger = true
                    Unit - Order (Triggering unit) to ( Move targeting Target Location) (Replace Existing Orders)
                    Variable - Set Movement - Ordered By Trigger = false
                Else
    

    And btw, stopping the unit does not make her idle and port it. When stopping the unit manually it is not part of the trigger anymore.

    Posted in: Miscellaneous Development
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    posted a message on Teleport using pathing

    Thanks so far for giving this a look :)

    1. Made a Var for it.
    3. I don't actually get what you mean by canceling the order. Stopping the unit does not the instant port as it is probably a new order.
    2. I'm not that much into triggers/programming, so i got a few, well, "basic" questions concerning this one.
    - If I included a condition that would somehow check if the unit received the order from the trigger, it wouldn't be able to recognise the order and fire the event anyway, producing the lag, right?
    - How would you suggest working around this problem, not creating a loop and still get the same effect (units walking, using shortcuts if possible)?
    - Does the simple recognition of an event execute a new thread? Or does the trigger have to actually do something, eg get past the conditions to be a new thread?

    Thanks in advance.

    Posted in: Miscellaneous Development
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    posted a message on Teleport using pathing

    Works pretty well, your help is much appreciated. Thanks!

    However, this trigger would create "Too many threads", quote debug. Anyone got a solution for that? Because when it does that kind of thing, walking units would get stuck within the stations (radii 0). Then it'd take 10 seconds, lag for another 5, give me the error and unlock them again after ordering them to move. Other sc2mapster-threads speak of wait-actions creating a new thread which could cause the overload. But without the wait function, the whole thing won't work at all.

    For anyone interested, this is the code:

    Movement
        Events
            Unit - Any Unit is issued an order to  Move
        Local Variables
            Target Location = No Point <Point>
            Stations = (Empty unit group) <Unit Group>
            Start Point = No Point <Point>
            Close Station = No Unit <Unit>
            Target Station = No Unit <Unit>
        Conditions
        Actions
            Variable - Set Start Point = (Position of (Triggering unit))
            Variable - Set Target Location = (Target point for (Triggering order))
            Variable - Set Stations = (Get Stations())
            Variable - Set Close Station = (Closest unit to Start Point in (Units in (Get Stations()) owned by player (Triggering player), with at most Any Amount))
            Variable - Set Target Station = (Closest unit to Target Location in Stations)
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (+ ((Real((Pathing cost between Start Point and (Position of Close Station)))), (Real((Pathing cost between (Position of Target Station) and Target Location))))) < (Real((Pathing cost between Start Point and Target Location)))
                Then
                    Unit - Order (Triggering unit) to ( Move targeting (Position of Close Station)) (Replace Existing Orders)
                    Unit - Wait until (Triggering unit) Becomes idle
                    Unit - Move (Triggering unit) instantly to (Position of Target Station) (No Blend)
                    Unit - Order (Triggering unit) to ( Move targeting Target Location) (Replace Existing Orders)
                Else
    
    Get Stations
        Options: Function
        Return Type: Unit Group
        Parameters
        Grammar Text: Get Stations()
        Hint Text: (None)
        Custom Script Code
        Local Variables
        Actions
            General - Return ((Unit type of ! Station [98.45, 109.91]) units in (Entire map) owned by player Any Player matching Required: Ground, Structure, Invulnerable; Excluded: Air, Armored, Biological, Missile, Cloaked, Dead, Hidden, with at most Any Amount)
    
    Posted in: Miscellaneous Development
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    posted a message on The Market: At a Fork in the Road

    Instead of putting up with the limitations of SC2 i'd prefer to see a standalone game. That way it should be way easier to accomplish your goal of actually having stocks. Though this renders one of your features, the map-stockmarket, utterly pointless. Yet i, personally, would prefer to see that eco-sim running great and seperate rather than mediocre and integrated. And it'd probably allow you to have graphics that fit better into that theme.

    Posted in: Map Feedback
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    posted a message on Teleport using pathing

    Alright, i found the video: It was part of a spell contest here on sc2mapster.

    I'm sorry i didn't explain it that well. I'll give it another try.

    Imagine the following mapconstruct given in the attachment (lousy art skills ftw): This is supposed to resemble a Manhattangrid with perfect squares. Don't mind the squares just being rectangles. Now i want the Stations (Blue) to be "portals". Whenever i order a Unit (Red) to move somewhere, i want it to automatically utilize these stations to arrive at their Goal (Green) earlier. In this case it means that if i'd order Unit A to move to Goal A, it'd enter Station C and pop out at Station D, saving it one squarelength of pathway, instead of going straight to Goal A. If i ordered Unit A to move to Goal B, it should utilize Station C and pop out at Station E. Respectively, Unit B on it's way to Goal B should use Station A and Station E; Unit C on its way to Goal C should use Station C and Station A, again to save one squarelength of pathway.

    I hope this could clear it up.

    Posted in: Miscellaneous Development
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