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    posted a message on [Library] StarMovie: Play a video inside map

    @Cacho56: Go

    I'll take a look at that one.

    The error was in the example map, so whatever path it uses should already be correct.

    Posted in: Trigger Libraries & Scripts
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    posted a message on [Library] StarMovie: Play a video inside map

    This library appears to be broken again.

    USER: Could not find texture file RickRoll_.ogv in TextureData.xml entry RickRoll_.

    ^It throws up this error when using any custom video.

    Maybe I'm just being dumb. Seems like a formatting error caused by an update though.

    Posted in: Trigger Libraries & Scripts
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    posted a message on (Self Solved) swapped model does not show in editor or game, but does show in preview.

    @nytemare3701: Go

    Fixed. The Shader model replacement events were still enabled.

    Posted in: Data
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    posted a message on (Self Solved) swapped model does not show in editor or game, but does show in preview.

    Example

    Note the preview window at the bottom left showing rocks. The transparent vespene geyser under the start location is the placement preview (which is exactly what gets placed, not rocks as I would expect). This worked back in october of 2013 when I was last mapping. What changed?

    Posted in: Data
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    posted a message on Assorted Problems, take your pick.

    @SoulTaker916: Go

    Nah, they are a resource, you kill them for lumber. They have idle animations though like most plant life (swaying in the wind and whatnot)

    EDIT: Added the map with my deformation trigger, for anyone who wants to pick at it and tell me what I did wrong.

    Posted in: Triggers
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    posted a message on Assorted Problems, take your pick.

    @SoulTaker916: Go

    Quote from SoulTaker916: Go

    You can make separate posts for each issue. and you should bump the thread.

    I get told to consolidate my threads when I do that. Every forum seems to have a different idea of how to do it. I bumped the other one though.

    Quote from SoulTaker916: Go

    2-3. There is a marauder tutorial out there that shoots terrain deforming missiles. i forget how its done but you can look at that. however there are limitations when generating terrain deformations. you cant make cliffs dynamical, its just not possible. terrain height is doable tho.

    I'm going to use the pathing box of the pylon to prevent walking up the deformed areas. I suppose since the map uses nothing but terrain deformation for mapgen, I shouldn't need for the Bulldozerlisk to deal with cliffs.

    Quote from SoulTaker916: Go

    4. Polygons, simpler objects. however i was working on a map were i place flat 1 polygon plates (the simplest object possible) when i get up there in count i lag terribly

    I'm using the destructible tree units. Would it help significantly if I found a way to disable the animations on them?

    Posted in: Triggers
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    posted a message on Persistent Pathing Problem

    Bumping

    Posted in: Triggers
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    posted a message on Assorted Problems, take your pick.

    I tend to work on multiple maps concurrently to spread out the mental load and avoid getting hung up on a particular problem. It seems that this time, I'm stumped on ALL fronts at once.

    First Problem

    http://www.sc2mapster.com/forums/development/triggers/54558-persistent-pathing-problem/#p18

    Second Problem

    I'm trying a new form of terrain generation. X Observers all spawn and start flying off, with triggers redirecting them according to the spawn algorithm I have set up. Every time they enter an unmodified area, they should be placing an invulnerable invisible pylon. Pylons have terrain deformation attached. My problem is actually IMPLEMENTING the terrain deformation part, as well as applying validators for placement of the pylon. Anyone want to give me a primer? My current deformation trigger is included in this post.

    Third Problem

    I need a method of terrain deformation equivalent to click-dragging "same height" and "same cliff height" across the area where an enemy walks, with the validator that it only works on HIGHER terrain, and is placed slightly in front of the unit as it moves (Bulldozerlisk!).

    Fourth Problem

    My maps use massive amounts of stationary units (destructible objects that give bounties). What steps should I take to reduce lag caused by them? (currently about 2,000 trees on the map, with another 2,000 or so randomly generated during map startup). I've already resized the trees as much as I could to reduce the count, but I suspect it will still strain some computers.

    Posted in: Triggers
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    posted a message on Persistent Pathing Problem

    @gerudobombshell: Go

    After further testing, the method doesn't help. It's definitely not a weapon validator issue, as the units are melee and not even getting close enough to CHECK the validator (tested it anyway though, still didn't help). The problem seems to be in them treating all hidden structures as cliffs instead of destructibles to attack on the way to the targeted point.

    Posted in: Triggers
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    posted a message on Persistent Pathing Problem
    Quote from gerudobombshell: Go

    You could give the enemies Vision Height of 5, and add a Validator to their attack "Cliff GE0" or something (can't remember the exact name) If you do this, then the units will be able to see up the cliff, but won't be able to attack unless it is on the same cliff level as the unit.

    PROS: The unit will be able to see the supply depot, and perhaps attack it properly, walking up the ramp to attack it.

    CONS: The unit won't be able to attack up cliffs at all, even if the unit has vision of the high ground from its allies.

    This sounds perfect. There are no Air units in this map, and even if there were, I would be disabling the ability for them to act as spotters anyway. what would be the easiest way to do this? Would I have to go through every single AI unit in the game to add the validator, or could I just add it to them as they are spawned (the validator and the vision boost)?

    Posted in: Triggers
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    posted a message on Persistent Pathing Problem

    @SoulTaker916: Go

    Unfortunately, it is not. The units are running to random points of the map.

    Posted in: Triggers
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    posted a message on Persistent Pathing Problem

    @SoulTaker916: Go

    That's what I have listed above, isn't it?

    Posted in: Triggers
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    posted a message on Persistent Pathing Problem

    @SoulTaker916: Go

    I'm not seeing a relative option. Offset isn't working either, so I'm stuck until I find relative.

    Found it. Testing now.

    Unit - Order all units in Enemy Wave[(Picked player)] to ( Attack targeting relative points near (Position of Leader Array[(Picked player)])) (Replace Existing Orders)

    ^They just run around targeting random positions all over the map...

    Posted in: Triggers
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    posted a message on Persistent Pathing Problem

    @HelkMeme: Go I'm trying to make the enemy ai attack anything that gets between it and the A-Move point, which is exactly how A-Move should work normally, but in the case of it seeing the targeted point before seeing the rest of the path, it just beelines for the target, running into cliffs/unpathable areas

    @FockeWulf: Go

    I'll look for that trigger. I wasn't aware that "persistent" was an actual term. I was using it in regards to how vexing this particular pathing issue has become. I can't do any balance work or terraining until I can be confident that the enemies will actually do what they are supposed to.

    Posted in: Triggers
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    posted a message on Persistent Pathing Problem

    @SoulTaker916: Go

    I'm trying to have the enemy waves Attack Move to the location of the leader unit, attacking any intervening units, as per normal Attack Move AI. They are definitely tracking the Leader, as moving him causes them to adjust, but they still never "find" the supply depot as an intervening unit.

    Posted in: Triggers
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