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    posted a message on Invulnerable Unit Dieing

    Check the damage effect's filters. They have to exclude invulnerable units.

    Posted in: Data
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    posted a message on What Variables does Run Trigger Pass?

    I'm 100% sure that I've already helped some people having problems regarding "triggering player" in 1 trigger. They had errors with triggering player.

    I just tested it, if the unit dies, the references do not work anymore. So triggering player will be set to "-1", if the unit dies in the meantime (I've used unit enters region as event).

    So not everything seems to be saved. "Unit enters region" might only save region and unit. At least it does indeed save a unit reference.

    In the end I still wouldn't use it, but anyway, thanks for sharing your knowledge and clearing things up. :)

    Posted in: Triggers
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    posted a message on What Variables does Run Trigger Pass?
    Quote from HamsterBoo: Go

    Ah, I see. Local variables are not passed, but triggering unit, etc. are passed.

    I don't think they are global however, as any global variable is easily overwritten if you use any wait functions. If my computer terminology is correct, I believe they are local, but viewable by children (triggers that get run), whereas local variables are local and protected (not viewable by children).

    Triggering ... is global and will be overwritten by new events.

    Running Triggers won't pass anything. Global variables stay accessible.
    It's better to use action definitions because you can pass variables to them.
    Also running triggers doesn't seem to execute the code in the trigger constantly because a new thread is generated which seems to run after other new threads.

    So it's highly unsafe to use "triggering ..." after a wait.

    edit:
    new knowledge:
    Some information are indeed saved. But not all.

    Posted in: Triggers
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    posted a message on Triggering a single unit

    @Trigger in second post:
    This fails because you call a trigger to spawn another unit. You would like to have an action definition (function) instead because calling triggers isn't instant because it creates a new thread. So you will have a chance that there are multiple threads (= running triggers) created before the spawn code will be executed.
    I'm assuming here that Starcraft will process new threads last. But since it doesn't work properly for you, it seems that this is the case here.

    @your last post
    Please don't consider checking that every 0.05 seconds. Since you have events that run a trigger, if a unit dies, you can solve this in a clear, efficient way.

    You are already checking the unit group size to spawn only once. You only need to make sure that the code will be executed next to instantly falsify the condition. You can achieve that with transfering your spawn trigger code to an action definition and execute it afterwards (just don't make it another thread in the action definition options, then everything is ok).

    You could use a boolean instead like you stated, but it should work without a boolean.
    If you use a boolean, make sure to directly set it after you entered the "then".

    Posted in: Triggers
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    posted a message on wins board(unsolved)

    I would create a dialog for each team with their wins and losses referenced.

    You can create text labels on the dialog and hide the dialog background if needed.

    You can save the dialog and the dialog items to reference them and to change their properties after creation.

    You can use text styles to change the size and style of the text, too.

    Posted in: Triggers
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    posted a message on Countdown to D3

    How does the new skill system work?
    You start with 2 active skills and you can unlock/chose new skills every few levels (around 20 active skills per class available?) and somehow you can switch your chosen skills on the fly?

    Posted in: General Chat
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    posted a message on BUG. Avoid to update maps?

    Does deleting the map cache folder's content
    (most likely in something like "C:\ProgramData\Blizzard Entertainment\StarCraft II\Maps\")
    solve the problem?

    They had some problems related to updating that folder before. I can't upload my map, go to battle.net and load it without crashing.
    I will crash during loading screen because of mod files (works without them) and a memory error (everyone else can load the map just fine) appears. I have to delete the stuff inside the folder to play it. :(

    But maybe that's the error that one of us had in EU map night with my map (besides that my map is able to crash the game, if you play something after playing my map).

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Zergling Duplication Issues

    In the unit there should be an element which is labeled like "name" and it should open a window with 2 text fields: a path and a name.

    I guess that both units accidentally got the same path and rewriting one name will change the other name, too.

    I've experienced that problem before, but I'm not sure if I got that with duplicating a unit.

    So check that field in both units and try to reset the element, if the path is wrong. You have to right click it and choose reset and select the first option.

    That should fix it.
    If not, try to set a new path which would be correct for the unit.

    Actors should have nothing to do with the name of a unit because actors only use the ID of the unit (unit's internal name which is unique).

    Posted in: Data
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    posted a message on Replays

    map options -> uncheck deactivating replay record

    maybe that's the problem. Else I don't know.

    Posted in: Triggers
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    posted a message on Clear/Reset a Bankfile

    Banks are directly related to the player. You don't have to match them...

    You only need to save the banks in a global bank array with the player number as a the index of the array (I'm using [player# - 1] myself to use [0] for player 1 and let player0 be neutral).

    edit:
    More explanation:

    Each player should have its own bank file. The game nows which bank is on which guys computer, so the files are saved/edited properly.

    Posted in: Triggers
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    posted a message on WoW Model Viewer: Take a look at my units.

    Yay, you did it. :D
    I want to see the mounted orc ingame.

    Posted in: Miscellaneous Development
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    posted a message on Is there any way to have a function return more than 1 variable?
    Quote from A52BcE: Go

    Units can store unlimted reals in their custom values.

    I think there are 64 custom values per unit (didn't test myself). But you can add many information onto a single unit, if you give the unit an inventory and items which can hold 64 more variables.
    Also, I have no idea why someone should use records ever... just use global variables.

    Another solution would be that you change the design of your system.

    Posted in: Triggers
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    posted a message on Leaderboard Woes

    @nevjmac: Go

    I even would always recommend dialogs over leaderboards because leaderboards are just insanely huge on the screen and creating dialogs for every player isn't that difficult... (and you can change everything displayed per player and draw pictures, ...)

    Posted in: Triggers
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    posted a message on Before you flame Blizzard. . . again. . .

    Nice read!

    The battle.net system is in fact good.
    A good aspect is:
    - no multiple versions -> no loading 10 billion times + no waiting for downloading players in public games
    - no buggy versions or map editions with "secret" cheats would maintain

    It only needs some additions to help us playing maps that aren't popular, yet.
    -> I would like to test maps that aren't popular, but I would like to be able to join a game out of a list of random games in which I can filter and select a map that I want. I wouldn't want to join "king of the kill"-maps or roleplay maps or "social" maps (you know that map... he annoyed everyone more than enough with it).

    Since I don't like to wait forever in the lobby because the map is unpopular, there is one necessity:
    - The maps listed need to have at least 1 player inside the game. So the list isn't endless.

    Basically this is "Top or Flop" with a list of random games that contain at least 1 player. I would make the list length static and just show x random games and add a button that loads x new random games.

    "Top or Flop" keeps sending me to the same game and map and if I don't like it I'm screwed until the map started.

    In addition to that Rodrigo is a whiner, yes.

    Posted in: General Chat
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    posted a message on [Revived!] Map Night
    Quote from TheAlmaity: Go

    Lack of spells

    I'm currently creating skills with data editor. Atm, I've a leap ability that still needs a damage integration and multishot (multiple arrows).
    In the long run I try to make the Warriors/Rogues to cast their skills that will have elemental effects, if they are boosted with spell levels (example: sum of spells) would buff the leap damage).

    The variety of available spells increases over time.
    Currently implemented are:
    Fire Bolt, Fireball, Charged Bolt (currently starting spell), Lightning, Firewall, Healing (self), Inferno, Town Portal, Teleport, Flame Wave, Holy Bolt.

    There are some that aren't implemented, yet, but which are already findable:
    Chain Lightning, Golem, Mana Shield, Nova, Flash

    I also heard the comment about fighting other sorcerers to reach a bookshelf first.
    I need to implement a better way to place bookshelves in the dungeon generation system. Atm there are 4000 tries to place a bookshelf on the side of a wall (checks both sides) in each dungeon level and often no shelf will be spawned (max are 2 shelves). I will double the tries for now.

    You can obtain books through 2 ways atm:
    - Adria (the person who sells Mana potions, too) always sells exactly 1 book
    - bookshelves (0-2 will spawn in each cathedral level; I would like to make the 0 rare)
    When I add unique monsters (random monster with mob and buff and random name) they will have a chance to drop books, too (will drop magic item or book)
    I just added rare book drops in chests that aren't in level 1.

    Quote from TheAlmaity: Go

    extremely low mana regen makes the sorcerer pretty much useless. I know that'll change in the future, but maybe increase the mana regen at the start... Also, I didnt see any mana potions in the shop, only health and rejuvenation.

    Then you didn't find the witch in the south east across the river. She sells Mana potions. I should reveal the NPCs on minimap then that new players see that there is something.
    The mana regeneration in Diablo 1 was originally not existing.
    Also I'm not sure what I should do with the starting staff. I could give it a mana regeneration spell with charges, an attacking spell with charges, or a constant spell level increase (Diablo 2).

    Atm some spells are overpowered like the holy bolt spell (it currently scales 1:1 on base magic and that's way to much).

    Quote from TheAlmaity: Go

    Looked really well made. Tbh, i dont really have more to say, it was just a good yet incomplete map. It looked great, it worked perfectly, but just wasn't done.

    Thanks. I keep working on it. ;D People who give me compliments about my map are pushing me pretty much in continue the work.

    Quote from TheAlmaity: Go

    Oh yeah, I had problems attacking stuff. I guess it was because I spam clicked on units, which interrupted my attack. Also, if I clicked a unit outside of melee range.

    That's a control usage problem. For fighting, the SHIFT key is pretty important because it stops your movement and forces you to fight into a direction.
    I need to add some tutorial overlay for new users to explain the controls...

    Also, I've designed the controls a way that you don't have to spam clicks. Clicks are laggy. You can hold the mouse buttons instead. And it's better for the mouse instead of spamming clicks like in Diablo 1 (click for every strike) or Diablo 2 (click to start attacking target).

    Also do not move the mouse around to much while fighting melee. The system orders you to attack every 0.25 seconds, if you aren't attacking the unit that the system thinks you are aiming at (in either directional in front of you, if holding shift, or in a small area below your mouse, if you aren't holding shift).

    If you click on enemies to attack them, the ground on that you clicked will be used as a target point instead of the unit that you clicked on.

    edit:
    oh, if anyone has some more feedback on my map or suggestions, let me know it.

    Posted in: General Chat
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