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    posted a message on Heal ability on stationary unit keeps switching targets

    Scratch that, it's a problem for all units except Medivac. I don't get it. I tried copying over the medivac actor events related to it but no dice. I'm thinking it's related to the auto cast setting, but why don't those affect medivac? Man.

    Posted in: Data
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    posted a message on Heal ability on stationary unit keeps switching targets
    Quote from DrSuperEvil: Go

    Sure it is channelling or adding the correct buffs?

    I'm just puzzled why it seems fine on Medivac but not on structures :(

    Posted in: Data
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    posted a message on Heal ability on stationary unit keeps switching targets
    Quote from peranzormal: Go

    @Lucavious: Go

    Is it changing targets consistently (i.e. switches targets every 1 second) or just seemingly random? Also, is it switching to targets with lower health or doing any sort of prioritizing or are the targets it's switching to seem random?

    Seems completely random. I spawn 100 marines with 1/45 health on top of it, then it will start randomly targeting them for healing and switching every 0.5 seconds it seems. Maybe it's some kind of priority issue? And if so, why does it only happen on structures and not the Medivac?

    Posted in: Data
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    posted a message on Heal ability on stationary unit keeps switching targets

    Can anyone guess why this might be happening? I have a Medivav with the dual heal beam ability and can use it just fine with no problems. If I put the same ability on a stationary unit such as a structure it targets a new unit every second and keeps switching between targets rapidly.

    I thought it might be the fact that the structure can't turn to face the unit, so I set the arc to 360 and tried again at 0, but it had no effect.

    Posted in: Data
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    posted a message on How to separate game modes without splitting the map?

    If anyone is familiar with Marine Arena, we recently added a new "zombie mode" that's been quite a bit more popular than we thought it would be. As a result, when the vote screen appears at the beginning to choose which mode to play we frequently have 2-3 players quitting because it isn't the one they wanted.

    The problem seems that if I were to split classic and zombie mode into two maps, both would take a nose dive in popularity and people may not be able to find either one on the game list.

    Does anyone have ideas for letting people who want to play one version of your game or another without dragging along a bunch of people who don't? Maybe with some lobby settings?

    Posted in: Miscellaneous Development
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    posted a message on [Blizzcon 2011] Arcade and Editor Improvements
    Quote from zeldarules28: Go

    http://imgur.com/a/RWHDv#9

    Thanks! Any idea where the artwork came from of the marine surrounded by things? I'll bet it's a wallpaper or something they released but I can't find one.

    Posted in: General Chat
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    posted a message on [Blizzcon 2011] Arcade and Editor Improvements

    Does anyone know where the screenshots for the marketplace were found? There's a sweet Marine Arena logo used that I want in our version.

    Posted in: General Chat
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    posted a message on If I added a dependency, will my players be forced to download that map?

    I wanted to add the L2D dependency to my map, but I'm worried that means all my players will have to download that map in order to play mine, which has a pretty ridiculous file size. If I add the dependency, will my players be stuck downloading for 10+ minutes? And if so, will it happen every time I make an update?

    Posted in: Miscellaneous Development
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    posted a message on Is there a reliable way to display "minerals earned" on a leaderboard?

    I know how to display how many minerals a person has. What I want to track specifically is how many minerals they have earned from unit bounty total over the course of the game.

    Posted in: Triggers
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    posted a message on Is there a reliable way to display "minerals earned" on a leaderboard?

    I see there are triggers to display how many minerals a player has, and potentially you could tie a trigger to every action that consumes minerals, but that seems like a very messy way of manually doing it. Anyone have any idea for displaying minerals earned from kills on a leaderboard?

    Posted in: Triggers
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    posted a message on Tips for reducing lag?

    Bumping this thread because the problem persists. Marine Arena remains pretty laggy (I know it's a massing map, but earlier versions did not have this much constant lag). Since opening the thread I have done a few things to try and alleviate the problem.

    - Changed all triggers related to mercenary spawning to abilities in the data editor instead
    - Changed marine spawning to happen entirely in the data editor as well
    - Removed 40+ triggers and loops relating to spawning and special abilities that affected spawning

    Since doing this though the difference seems negligible. I'm starting to think it might be either a trigger based on a very broad event (but couldn't all triggers be considered fairly broad? Player presses any key? A unit is attacked? etc.) or a specific unit with an ability that is causing issues. My next step is removing all non-essential triggers and units from the map and publishing a test to see what happens. I guess I was just sharing my thoughts in this thread and looking for any more feedback anyone might have.

    Posted in: Miscellaneous Development
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    posted a message on How do I remove the "training complete" alert when a unit is made?
    Quote from SoulFilcher: Go

    That alert is set for each Train ability. So as an example you could disable it for all Barracks units. You need to open the data editor -> abilities -> find the one you want -> UI tab -> Alert.

    If you want to disable it for a single unit you need to create a new Train ability with only that unit and give it to the strcuture you want.

    Perfect! Thanks a bunch! :)

    Posted in: Miscellaneous Development
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    posted a message on How do I remove the "training complete" alert when a unit is made?

    I'm talking about the icon that appears on the left side of the screen showing "X marines finished training" and similar messages. I have a building that will be spawning units every few seconds and so the alert just stays there and continues counting upward.

    I could not find any similar topics by searching and the alerts section of the editor only offered a way to disable it for all units (and I only need to disable it for this one unit).

    Thanks!

    Posted in: Miscellaneous Development
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    posted a message on Tips for reducing lag?
    Quote from Forge_User_59026135: Go

    oh didn't test it, sounds good. and the game breaks the trigger if it takes to long to perform it.
    in the debug window are some other good informations, like how long a trigger took on average

    I've never used the debug window, is it a command during a test game? How's it work?

    DrSuperEvil, I swapped all my spawning triggers for train effects like you recommended and the results are immediately noticeable. Thanks so much for pointing that out :)

    Posted in: Miscellaneous Development
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    posted a message on Tips for reducing lag?
    Quote from Forge_User_59026135: Go

    a lot of persistents and missiles are also causing lag. check the fatty unit at income wars, it searches for up to 5 targets and creates 5 persitents launching 4 missiles each. had to reduce it because this simple thing caused noticable lag as soon as there where 3 or more of them

    Is this sort of lag something that permeates through the entire game after the unit starts firing missiles or just while its on the field?

    Posted in: Miscellaneous Development
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