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    posted a message on Making a Map... Single-Player AI nonfunctional?

    @Fluwm: Go

    Really?

    You are sort of making a game, not just a map. So yeah, you need to specify what the computer should be doing. There are some cool ways that can be done, to make it seem like a real player, but it requires a bit of trigger work.

    Posted in: Miscellaneous Development
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    posted a message on A problem with unit movement speed changes

    Hello, I am not sure if this belongs in Map Development or in Galaxy Editor Bugs. That depends on whether or not this is just me not seeing what I have done wrong or if it is a problem with the editor.

    Okay, so in my current project, Units gain movement speed whenever they kill anything. They also gain size, health, etc., but that is besides the point (I think). I coded those things in with triggers, for when a unit dies:

    Unit - Set (Killing unit) Movement Speed to ((Killing Unit) Movement Speed (Current) + (0.1))
    

    Okay, that is just a descriptive example, it is actually a lot more complex than that. Anyways, this works without problems. Whenever a unit kills another, the killing unit gains movement speed.

    However, now I have also added an Ability in the Data editor. It changes unit movement speed temporarily. It is like the Charge ability (for Zealots). It multiplies movement speed by 2.5 when active.

    Here is the problem: Whenever I load the map, the unit sits at its base movement speed. Then when I use the Charge-like ability, it works perfectly. However, after the unit has made a single kill (and its speed given a small increase as a result) the Charge-like ability no longer works.

    Anyone got any clue as to what might be the reason that the Movement Speed enhancing ability is then not working? It seems there is a incongruity between the data and triggers when it comes to movement speed. Or perhaps, it is just that I made some silly mistake. But I have tried with several different movement enhancing abilities, the same happens.

    Posted in: Miscellaneous Development
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    posted a message on Setting Unit Radius
    Quote from RileyStarcraft: Go

    Can you clarify what you're trying to modify? The unit's radius for the purposes of collision, or the size of the selection circle around the unit? As far as the game is concerned the two are completely unrelated.

    In Data, the radius of collision for a unit is simply called its Radius. That is what I am trying to change through triggers, a unit's collision radius. I believe this is also referred to simply as 'Radius' in Triggers, but it seems you can only set other property values to be that of the unit's Radius, ie. not modify the Radius itself.

    Thanks MotiveMe for those tips, I will fiddle around with attaching actors.

    Posted in: Miscellaneous Development
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    posted a message on Setting Unit Radius

    Can't anyone help out with this?

    It seems like it would be easy to do with triggers, but I can't see how. I can set other unit properties to be that of its Radius, but not the other way around (setting the Radius to anything).

    Any help would really be appreciated, as this is sort of holding my big project back at the moment.

    Posted in: Miscellaneous Development
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    posted a message on Something I noticed in Starcraft II rpgs

    Can't you simply refer to the unit through the event 'Unit is selected'? Then use 'Triggering unit' to refer to it and create a Boss Bar. I am not sure though, I have not fooled around with Boss Bars yet.

    Posted in: Miscellaneous Development
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    posted a message on Game crashes after loading

    Thanks s3rius, but I think I figured out why the map crashed my game. Which lead me to another problem/question.

    Eventually, I find out that it is this line (a Condition belonging to a trigger with event 'Any Unit Dies'), that caused the crash:

    (Triggering Unit) == (Random Any unit from Beasts P1)
    

    Where 'Beasts P1' is a variable of the Unit Group type. I knew that it was a stretch, but I thought that maybe this condition would work as I did not find anything else fitting exactly. I needed simply to have a condition saying that the triggering unit must be a unit from the unit group called Beasts P1.

    Obviously, it didn't work (causes the game to crash apparently). So, does anyone know how to set a condition saying that the triggering unit must belong to a specific unit group? Not that it necessarily has to be done with a condition, if same results can be produced otherwise.

    Edit: I'm a dumbass. :)

    I always think in the opposite way of the triggers. To set the condition that a unit has to be in a unit group, this works: ((Triggering unit) is in Beasts P1) == true

    So, I think I solved my problems for now. If anything else pops up, I guess I'll post it here.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Game crashes after loading

    Hello everyone,

    My map (simply called 'Critter Hunters' for now) crashes a few seconds after loading. Actually, the entire game crashes. My computer is not too good but it did not have problems running this map until now. I did not really make any substantial changes, except some minor ones on Data and a few variables which I don't think caused the crashes. However, it is frustrating because I don't think I've made any errors.

    I also can not find anything in the triggers that may cause the crash, except perhaps that it loads a lot of units. However, that is unlikely the cause because I could run the map before when an equal amount of units loaded.

    Could I perhaps send this map to someone and they could see if they understand why it crashes?

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Setting Unit Radius

    @NuclearNuke: Go As I said, I need help to change a unit's Radius through triggers.

    Posted in: Miscellaneous Development
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    posted a message on Setting Unit Radius

    Hello,

    Bit of a noob question here, I hope this is the correct place to post it.

    I don't have trouble changing unit Scale, but now I face a problem of changing the unit Radius along with it. As a result, in-game, my unit grows big but its radius remains small and it looks bad when attacking other units.

    So, my problem is that I can not find any way to change unit Radius. I have seen it referenced in the triggers before, but when I select "Set unit property" it does not appear available.

    EDIT: I have to specify, I need to find a way to change unit Radius THROUGH TRIGGERS, not in the Data. The unit scale/radius is supposed to change according to number of kills, you see.

    Any help appreciated...!

    Posted in: Miscellaneous Development
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    posted a message on Running melee maps

    Yeah, thanks for that. I've tried it (StarCrack), and the problem is that I haven't found anything compatible with the latest beta version. Or that's what I think, anyway, since each time I tried the game didn't manage to run properly. So, it worked only with Blizzard AI.

    But now I will look for anything that is compatible with the latest version. If anyone know of a launcher that is, let me know. :)

    Posted in: Miscellaneous Development
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    posted a message on Running melee maps

    Hey.

    I've created a normal 1v1 melee map that I really would like to try out, against the AI. Anyone know of a good way to do this, as when I try it against the normal blizzard AI all that does is gather minerals... I would like to try versus one that goes expansive and attacks, etc... Help would be appreciated.

    Posted in: Miscellaneous Development
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    posted a message on Psi-Defense TD (With Trigger Comments!)

    Thanks for this. Very helpful comments for a fellow mapmaker.

    Posted in: Project Workplace
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    posted a message on Maximum units on map

    I made a map where any unit entering a beacon would copy itself. So, like a copying machine or cloning machine.

    It worked great at first, when I just went in with a couple of units. But after a while it started to get crowded, and eventually the copy machine would work automatically because copied units would start spawning directly on the cloning machine. So, needless to say it was out of my hands at this point. The unit count rose dramatically and my latency went down as a result, and my entire screen became filled with units.

    The unit count reached 26,000 or so before I quit the game, at which point it was, of course, completely unplayable because of lag.

    Posted in: General Chat
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    posted a message on [Trigger] 3rd Person Movement

    Yeah, like vrumpt said, this doesn't really work.

    At least, the tutorial is inconclusive. I followed it directly and got a syntax error because of the following line:

    CameraSetBounds(player 1 (Unit group(Player)), CameraView, false);
    

    But this doesn't work as there is no unit group created, I think. Therefore, following the Trigger editor this can't even be done.

    Would love to see a working version.

    Posted in: Tutorials
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