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    posted a message on "Active Crystals" duplicate only working on one unit/item.

    I've discovered that the issue is originating from the MODEL of the unit NOT the actor. The only thing i can understand is causing this is something with attachment points or host site operations.

    EDIT: The issue has been half solved, i got the effect to stay on all the items but now when one of those items is picked up the effect attaches to the holder.

    Posted in: Data
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    posted a message on "Active Crystals" duplicate only working on one unit/item.

    I have a few units that i want to have a active crystals effect on them so its easier to see them, ive created 3 active crystal actors/duplicates, each with different colors being used for each type of unit. These units are actually items you pick up. For some reason only 1 of these actors is functioning properly yet every is exactly the same on them. The other 2 actors' active crystal animation only stays where the unit was originally created, so if you pick the item up the animation with vanish(as expected), but when you drop the item somewhere else, the active crystals animation appears at the location of where the item was originally created. Why is this happening?

    I've determined it has nothing to do with the actors/models because i copied the functioning actor/model and switched out the events with the other items and it still didnt work. So it must have something to do with the unit, which makes zero sense to me.

    Posted in: Data
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    posted a message on How Do I Use Behaviors To Share Vision?

    Ah okay i thought that "Share Vision" flag showed its vision for every player, but that fits perfectly thanks a ton.

    Posted in: Data
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    posted a message on How Do I Use Behaviors To Share Vision?

    I have a unit with a periodic behavior that searches in a radius constantly, any allied units that are caught within this radius are given a behavior. I want this behavior to give vision of the unit to the casting player.

    Posted in: Data
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    posted a message on Guardians of the Obelisk(Needs Feedback)

    Guardians Of The Obelisk is now uploaded to EU servers. Enjoy!

    Posted in: Map Feedback
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    posted a message on Guardians of the Obelisk(Needs Feedback)

    I'll publish it on EU on the next update.

    Posted in: Map Feedback
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    posted a message on What Types of Triggers can Cause Lag?

    I wasnt going to test the game like that as its broken...

    Im asking what types of triggers cause lag, essentially if several triggers that all have the same event will cause lag(Frame drops during ONLINE games only)

    Some people who have played the map have told me the lag is caused by 15 or so units that apply a behavior to all units owned by that player every .25 seconds. Keep in mind these 15 units don't spawn all at once, they spawn every 4 minutes and are able to be killed. Typically if even at least 10 were on the map, defeat would be within short sight so if this can actually be a source of lag i could limit the population of these units. However i've played the map several times and never gotten lag from these units(in populations around 8 or so).

    Posted in: Triggers
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    posted a message on What Types of Triggers can Cause Lag?

    Well the suicide method is not good, they ignore units/structures in their path, and there are invulnerable structures they must go around but they dont because they dont form a pathway, just a point A to point B type of thing.

    Posted in: Triggers
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    posted a message on What Types of Triggers can Cause Lag?

    Ill try finding a way to fix it, but that way wont work either because these ai's are in a team of 3, each of those 3 have bosses too. Allied would give the buff to all 3 ai's and that would lead to some major trouble. Ill probably just buff bosses a bit and move them to a different player slot.

    Posted in: Triggers
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    posted a message on What Types of Triggers can Cause Lag?

    The issue with suicide is that there are some units that i dont want to have running towards units, such as bosses that wait at the end. I can't make the bosses owned by another AI either because there are certain units that provide benefits to the boss and the wave units.

    Posted in: Triggers
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    posted a message on Can WoL players play HoTS arcade maps?

    Okay thanks, thats good to know.

    Posted in: General Chat
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    posted a message on Can WoL players play HoTS arcade maps?

    My question is in the title, i think everyone has access to HotS arcade maps but i just want to make sure, the map I'm working on is WoL because i thought that people without Heart of The Swarm wouldn't be able to play it.

    Posted in: General Chat
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    posted a message on What Types of Triggers can Cause Lag?

    The units find their path immediately after they spawn, they are told to attack targeting a random point within a small region(the defending area). I'd rather reduce the number of units that spawn rather than limit their population, reason being that the waves are supposed to arrive every 60 seconds and if some waves suddenly were cut in half or simply didn't spawn it would alter the difficulty of the game or just make the game look broken.

    Posted in: Triggers
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    posted a message on What Types of Triggers can Cause Lag?

    The lag is rooted in the amount of units in the game. In few lobbies I've played in my team pushed out of our defensive area early, and managed to destroy some pawning structures as the newer waves came. In some games the lag was gone, while in other games where my team didn't push out at all the lag got too bad to play in near the end.

    I crunched the triggers down and the game did run a bit better.

    I am not using banks in my map.

    I don't know anything about script or even the GUI.

    Posted in: Triggers
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    posted a message on Changing Attachment Point For A Weapon?

    I'd like to have a ability that changes that unit's actor permanently, this has worked for most of the units i wanted it for. However, for the Thor it doesn't work properly. The Thor unit changes its actor to the Odin actor, yet when it uses its weapon, the launch comes from the middle of the Odin actor. I'm assuming this has something to do with attachment points but i have zero knowledge about that, so how can i fix this issue?

    Posted in: Data
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