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    posted a message on Tips for reducing lag?

    @TheAlmaity: Go

    Actually we've been incorporating a good number of new behaviors and one of the newest features we're doing adds like 3 behaviors to every unit. I'm already starting to dread the bad news now :(

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

    I wasn't aware there was an issue order effect, that's incredibly helpful to know and could reduce some of the trigger strain. Thanks Dr, I'll look into your other suggestions as well.

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

    So I've been working on Marine Arena for the last couple of months adding new features and abilities, but one of the most notable changes that I can't seem to get to the bottom of is there is a large amount of lag that wasn't present in earlier versions of the game. I'm not really sure where to begin. Granted it IS a massing game so some lag is to be expected, but we have players who could run at a decent FPS now slowing to a crawl under the same circumstances.

    Some things that might be helpful to know:

    - Unit spawns are done entirely through the data editor except for marines using a "every X seconds, do this" trigger
    - Triggers run each time a unit spawns to issue orders to make another unit (like Nexus Wars)
    - There is a leaderboard that tracks kill counts every time a unit is slain
    - Issue seemed to start occurring at a time when we added an upgrade that decreased build times for units, however the lag persists even before this upgrade is purchased by anyone
    - Most new features and abilities were added strictly through the data editor, so not a huge amount of triggers are actually in the map (maybe 100 or so if I were to guess).

    Can anyone provide tips based on this? Or maybe you have ideas based on what you have seen in the game? Thanks!

    Posted in: Miscellaneous Development
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    posted a message on One battlecruiser attacking three targets at once?

    I'm certain this is easy to do but I'm just not seeing it in the editor. Added the same weapon three times but doesn't seem to have any effect and the weapon flags don't seem to affect this either.

    Posted in: Data
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    posted a message on Game Variant Teams Reset

    Same problem here. I have to reset the team variants every couple of weeks for Marine Arena for seemingly no reason. Would guess it's an editor bug.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Command Card Problem

    Maybe there's an issue with the requirements for that ability? Make sure nothing snuck in there or that you edited a requirement it was using.

    Posted in: Data
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    posted a message on Marine Arena 1.1 BETA

    Hey everyone. I wanted to see if I could gather feedback from anyone concerning Marine Arena 1.1 BETA. We get a lot of feedback from our official forums but I realize some of the most talented map developers don't take the time to venture from this forum and most of our players aren't familiar with the Galaxy Editor.

    I'm prepared for harsh criticism. We've deviated pretty far from Crayon's original map design since starting 1.1 but we've always valued community feedback more than anything in our design direction. I'm also aware most of the professional map designers on this forum are far and away more talented and have created more awesome things than this little map, so any guidance I can take back to improve our own would be incredibly appreciated.

    Does anyone here play Marine Arena and have their own thoughts on the direction or suggestions for improvement?

    Posted in: Map Feedback
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    posted a message on When selecting a group of units, only one unit is selected
    Quote from DeProgrammer: Go

    Actually, I believe it's the Selection Layer you're looking for. For some reason, this is in the MODEL data. (Buildings such as the Armory have a selection layer value of 2; most units like Banshees have a value of 0; some units like Point Defense Drones and larvae have a value of 1.)

    I believe Subgroup Priority determines in what order their wireframes appear when you have multiple types of units selected. (If not, it probably determines which type of unit's command card and portrait is shown when multiple types of units are selected.)

    Perfect, that fixed it! Thanks a lot!

    Posted in: Data
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    posted a message on When selecting a group of units, only one unit is selected
    Quote from DrSuperEvil: Go

    The selection priority under the units data type, it is the same reason you cannot select buildings and units in the same sweep.

    The only field I can find similar to what you are describing is "Subgroup Priority" and whether its 1 or 30 (most units are 15) it doesn't seem to have any effect.

    Posted in: Data
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    posted a message on When selecting a group of units, only one unit is selected

    For some reason while selecting a group of units in my game only a single unit is actually selected. Its one specific unit this happens with.

    For example, if you had a group of marines and one single missile turret and attempted to highlight the whole group by clicking and dragging your mouse, only the missile turret would be selected.

    Anyone know what might cause this to happen?

    Posted in: Data
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    posted a message on How difficult is changing a single-target ability to AOE?
    Quote from TheAlmaity: Go

    Create a new effect of type "search area" open the "Area +" field, add a new value (click green X), set it's radius and effect to what you want (Effect would be the initial void prison effect) Set the target fields value to "target point" Set this effect as your abilities effect (in the "Effects" field)

    Mucho appreciated! :D

    Also thanks for clearing up a bit of the mystery Ranak.

    Posted in: Data
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    posted a message on How difficult is changing a single-target ability to AOE?

    I'd like to change Void Prison from a single-target spell to an AOE ability, but to be honest I've not got a clue where to start. It seems like it would be a fairly complicated process given spells like Psionic Storm and Fungal Growth have a large number of effects compared to Void Prison with just the one.

    Posted in: Data
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    posted a message on Ability with charges getting progressively longer cooldowns

    I have a Dark Templar with the blink ability and 3 charges to use so it can blink multiple times.

    - Count (Max): 3
    - Count (Start): 3
    - Count (Use): 1
    - Time Use: 22

    The problem is it seems that every time he uses the blink ability before all charges are finished reloading then the cooldown appears to compound. According to the above his blink should never be on a longer cooldown than 22 seconds, however we've seen games where his cooldown goes as high as 3 minutes.

    Anyone know why this might be happening?

    Posted in: Data
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    posted a message on How to detect when an Archon is finished merging?
    Quote from Kafoso: Go

    @Lucavious: Go

    No problem.

    What are you working on, if you don't mind me asking?

    Marine Arena :)

    Posted in: Triggers
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    posted a message on How to detect when an Archon is finished merging?

    @Kafoso: Go

    Perfect! Thank you Kafoso :)

    Posted in: Triggers
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