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
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.
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.
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.
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...
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.
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.
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?
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.
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.
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.
0
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.
0
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.
0
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.
0
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:
0
Last try to bump this.
Come on people, at least one of you must have a slight clue about this topic.
0
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.
0
Bumpity
0
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.
0
Shameless Selfbump
0
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.
0
Alright, seems i'm too stupid to figure this one out.
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.
0
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.
0
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:
0
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.
0
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.