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    posted a message on Ask simple question, get simple answer

    Oh no -.-

    Is there any possible fix ? I guess it is linked to something wrong in the players option of the map. But I can't check everything, I would need to lead so many players to crash each try :(

    Posted in: Map Suggestions/Requests
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    posted a message on Ask simple question, get simple answer

    Hello,

    What can make a game crash at beginning when the launch timer reaches 0 (so just before it should start to load) ? It happens when the lobby is full (12 players). Everybody seem kicked out of the lobby as if everybody had left.

    Posted in: Map Suggestions/Requests
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    posted a message on Annoying Players + ~Ban

    I don't think there is any way to do it. You can only hide the whole chat, or clear all the chat messages from time to time, and it would hide every messages, not only messages from particular players.

    I think that you should speak with these fun breakers to calm them. I could give you advices for that, but in PM only for personal reason.

    Posted in: Data
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    posted a message on [Solved] Actor/Item Tint Color
    ActorCreation
    SetTintColor ...
    

    No need to indicate the unit, it will trigger for the main actor.

    Indicate the color you want, and maybe the HDR (which indicates the intensity of the color in some way).

    And I think you have to indicate a label for the tint (anything like a letter, just a useless name imo). It did not work for me without a label, when I needed to do it.

    Posted in: Data
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    posted a message on Temporary Taunt

    Not sure because I feel tired right now, but I think you could add to what I did a new trigger which would be activated when a unit stop to be idle (i.e. when the unit aquire a target), and with the condition to execute to be a computer player or something. You register in it the point where is the unit. Then you wait for the unit to become idle, then you order to it to back to its initial place.

    It would complete the trigger I did for the taunt, as it would order to back to the real initial position when the unit become idle, so after the end of the taunt trigger.

    Posted in: Data
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    posted a message on Behavior check upon unit death

    Sorry if it is considered as a necro. But I found this topic and I want to complete the answer for anybody who could need it.

    abvdzh trick above works for me. Some of my units can have a behavior, which is removed only when they die. I don't remove it manually. When the unit dies, the behavior is automatically destroyed, so it can activate a specific trigger.

    Posted in: Triggers
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    posted a message on Temporary Taunt

    I was to tired yesterday evening. I just took the time to do you an example.

    So I have created in your map (I have put "Znimu -" as prefixe for all of that) :

    - the taunt ability

    - the effect of the taunt ability (it applies the behavior)

    - the taunt behavior (applied to the taunted unit)

    - the taunt button

    I have given this taunt ability to the ultralisk that I have put to the right of the map, near the disciples. I have done the trigger. I highly commented it, but you can ask if you don't understand something, or if you'd like to change something.

    You should increase the move_distance_max variable : I put it to 5 to show you, but the cast range of the taunt beeing bigger, the unit backs if you taunt from far.

    There is an issue : if you taunt a unit which is not at his initial place, then the taunted unit can only go back to the place where it was taunted, not to his initial place. To fix this, I think that you would have to register a point for every tauntable units as global variables. Depends on what you want, it would be tedious to create a point for every units. Not sure, maybe it is possible to get the position where the unit would go back becoming idle, I don't know that. If someone can confirm or not ?

    Posted in: Data
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    posted a message on Why does this cause such a FPS drop?

    Hmm yes 0.431 becomes nothing compared to the waiting time.

    Posted in: Triggers
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    posted a message on Why does this cause such a FPS drop?

    It is only hypothetical, but I think that your loop is to heavy and make the rest late in his execution while your loop is executed. So you have lag, but as your loop has ended, the rest can free his delay, as there is no more the heavy loop executing.

    You use 3 random functions, and in a loop like this one, executed almost instantly even if you delay by 0.0625, it can be heavy if as Funky suggests it, there is many units. Maybe you should check what happens if you replace these 4 random functions by fixed values.

    No idea how Blizzard implemented these random functions, one (or more than one) of these may be heavy to execute.

    Posted in: Triggers
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    posted a message on Vulture spider mines / Reaver scarabs

    You have to change the charges in the ability "Use Spider Mines" in the rubric "cost". Change the max and the start numbers as you wish. Depending on what you want, you may change too the ability "Make Spider Mine Queue" to allow to queue the train of more than 3 mines.

    Posted in: Data
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    posted a message on Temporary Taunt

    If the unit of a player can be taunted, yes Uroboros is right. Of course you can do it via triggers too, but it is always better to do it via datta.

    Not sure to understand very well all what you need ItemsGuy. But you can save the point where the taunted unit is in a local variable initiated to the position of the taunted unit when the trigger is activated. Then when you order to stop, if the unit is alive you can instead order to move to this initial place. You can even save the angle of the unit the same way. And instead to wait, you can check the distance in a loop, and react if the distance is to big, as order to go back to the initial place.

    Posted in: Data
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    posted a message on Temporary Taunt

    Well I was writing some kind of complicated system. But no I don't think you need a full aggro table system, so you can just create :

    - a dummy ability named taunt (maybe which apply a dummy behavior to show that the unit is taunted)

    - a trigger activated when this ability is used : in which you order the unit taunted to attack the taunter, you wait the duration you want for the taunt, then you order the unit taunted to stop

    If several units can taunt the same target, you will have to check before to order to stop if the taunter is the actual taunter of the unit, as an other unit may have taunted above (and you would stop the second taunt which already stopped the first taunt), not sure how to verify that though, maybe the dummy behavior can be configured to overwrite a pre-existing same behavior and so you could check who put the behavior (I am not very used to data). Trigger way : before to order to attack, you can remove an existing dummy behavior, and you would have to activate the trigger before that the new behavior is put on the unit (I don't remember the parameter but something like ability initiated, before the ability is executed). So you could check before to order to stop who put the dummy behavior on the unit.

    Or you can symply not allow to taunt an already taunted unit (maybe doable by data, I don't know how, but in the trigger you can add the condition that the taunted unit does not have the dummy behavior).

    Tell me if it is not understandable, I begin to feel sleepy right now.

    Posted in: Data
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    posted a message on Temporary Taunt

    No idea how to do this with data, I could explain to you how to do it with triggers and an aggro table if you are interested though.

    Posted in: Data
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    posted a message on Hide "playerx has left the game" message

    Great, I thought it would display an empty line, but no. Thanks.

    Posted in: Data
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    posted a message on Hide "playerx has left the game" message

    Ok thanks, I will try that.

    Posted in: Data
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