Something to test might be to change all of your triggers and un-check "Initially On" so you can see if it is your triggers that are causing the issue, or something in your other data. My guess is it would probably be within the triggers, but this test would tell you. If doing this causes it not to crash, you can turn them on one at a time until you find the one that crashes it.
There is a damage section (I believe it is in the combat header), where you can either add a bonus or a multiplier. Make sure you are doing it to the section that adds to the damage you do rather than take though, because both exist in behaviors.
OK, I can not seem to figure out the difference in the data editor between structures that flatten terrain, and structures that don't. I have messed with the tip-ability of the models for my actors, but that hasn't seemed to make a difference. I have a map where you should be able to place buildings on some slanted ground, and I would prefer if the structures when placed did not ruin the terrain :(. Any help would be appreciated.
From a cursory look, it looks like you might have an off by 1 error. You start the wave counter at 0 and then display to the user as 0 + 1, but your current wave check checks for wave 10 (which is actually wave 11, becuase you started at wave 0, not wave 1). So try changing Current Wave >= 10 to >= 9.
This...
If you have an array of unit types and the indexes go from 0 to 9 with 9 being your boss, you just need to change >= 10 to >= 9.
If I was at home I would just test this really quickly, but does anyone know what happens if you put a unit's starting health higher than it's max health?
I am trying to overcome an issue with upgrades not working with over like 127 (or so) effects, and so I want to not upgrade the starting health and just upgrade the max health. I would just try and set the starting health to whatever the max would be with whatever the highest upgrade would be, and and hope that it would just get capped to whatever the actual current upgrade would bring the max to.
I am almost certain that this has to do with threading inside the game itself. Whenever the unit dies, the game probably spawns one thread to clean up the unit's data (Remove it from unit groups, play the death animation, so on...), and another one to check for triggers. If the cleanup thread has already disposed of the buffs on the unit, your trigger is not going to work, but it is impossible to determine which is going to happen first (Depends on which gets cpu time first).
This is really just a guess, but I have seen similar behaviors in some triggers that I was trying, so I decided to take different approaches to what I was doing. You could add some debugging message outside and inside of your if condition in your trigger just to see if this seems like it is accurate for your situation though...
I had this same problem, the way I solved it was by turning on raw data, and changing it to the text mode. You then should be able to view the upgrade again without crashing (It apparently has something to do with loading it into their UI). If you copy out the text of the upgrade into a text editor, you can probably change whatever you want manually, and paste it back in. This worked for me up until about 127 upgrade values; anything after that it does not seem to recognize :(. I have 50 waves in a TD, and 3 things to set for each, so I really need an upgrade to effect 150 units, but it is just not working...
Right click the area where you create triggers, and create a variable instead (I don't recall the hotkey). Then in the dropdown box change the variable type from integer (The default) to a Timer.
There a couple of things you have to change based on what effect you want to have.
If you want to change to size the unit appears on the screen, then you probably want to modify the Actor's scale properties.
If you want to change how far a unit has to be from another unit/building to interact with it, you want to modify radius, and inner radius respectively.
If you want to change how much space the unit takes up for other units trying to path around the same area, you want to modify footprint and pathing footprint.
If you want to modify the size of the circle when the unit is selected, you need to modify the Model's selection radius.
If you want to modify the size of the shadow the unit produces, you need to modify the Model's shadow radius.
Sweet, I got it working! I just changed the model to a model that was working and selectable, added an event on unitBirth to setOpacity to 0 for that actor, and then created another actor that would just play the animation of the fire whenever the original selectable unit was created, and then destroy itself if the other model died. Also developed a pretty solid understanding of actor events in the process. Here is the working fire model event section:
I suppose this will be my last bump before I just give up on using this model. Any response would be appreciated, even if it is just a guess or an idea to try looking into.
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@roguelike: Go
Something to test might be to change all of your triggers and un-check "Initially On" so you can see if it is your triggers that are causing the issue, or something in your other data. My guess is it would probably be within the triggers, but this test would tell you. If doing this causes it not to crash, you can turn them on one at a time until you find the one that crashes it.
0
@t1du: Go
There is a damage section (I believe it is in the combat header), where you can either add a bonus or a multiplier. Make sure you are doing it to the section that adds to the damage you do rather than take though, because both exist in behaviors.
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@RileyStarcraft: Go
Huh, I will have to check that out, I am not familiar with macros but if it is in events I am sure I can find it. Thanks for the quick reply :).
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OK, I can not seem to figure out the difference in the data editor between structures that flatten terrain, and structures that don't. I have messed with the tip-ability of the models for my actors, but that hasn't seemed to make a difference. I have a map where you should be able to place buildings on some slanted ground, and I would prefer if the structures when placed did not ruin the terrain :(. Any help would be appreciated.
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This...
If you have an array of unit types and the indexes go from 0 to 9 with 9 being your boss, you just need to change >= 10 to >= 9.
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@jwebbb01: Go
Sweet, that would fix my problem then :). Thank you sir.
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If I was at home I would just test this really quickly, but does anyone know what happens if you put a unit's starting health higher than it's max health?
I am trying to overcome an issue with upgrades not working with over like 127 (or so) effects, and so I want to not upgrade the starting health and just upgrade the max health. I would just try and set the starting health to whatever the max would be with whatever the highest upgrade would be, and and hope that it would just get capped to whatever the actual current upgrade would bring the max to.
0
@HatTruck: Go
I am almost certain that this has to do with threading inside the game itself. Whenever the unit dies, the game probably spawns one thread to clean up the unit's data (Remove it from unit groups, play the death animation, so on...), and another one to check for triggers. If the cleanup thread has already disposed of the buffs on the unit, your trigger is not going to work, but it is impossible to determine which is going to happen first (Depends on which gets cpu time first).
This is really just a guess, but I have seen similar behaviors in some triggers that I was trying, so I decided to take different approaches to what I was doing. You could add some debugging message outside and inside of your if condition in your trigger just to see if this seems like it is accurate for your situation though...
0
@ShadowLance194: Go
I had this same problem, the way I solved it was by turning on raw data, and changing it to the text mode. You then should be able to view the upgrade again without crashing (It apparently has something to do with loading it into their UI). If you copy out the text of the upgrade into a text editor, you can probably change whatever you want manually, and paste it back in. This worked for me up until about 127 upgrade values; anything after that it does not seem to recognize :(. I have 50 waves in a TD, and 3 things to set for each, so I really need an upgrade to effect 150 units, but it is just not working...
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@Durga: Go
Right click the area where you create triggers, and create a variable instead (I don't recall the hotkey). Then in the dropdown box change the variable type from integer (The default) to a Timer.
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This was seriously answered right above your question...
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@TholomewP: Go
There a couple of things you have to change based on what effect you want to have.
How it helps :).
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@Honz: Go
Sweet, I got it working! I just changed the model to a model that was working and selectable, added an event on unitBirth to setOpacity to 0 for that actor, and then created another actor that would just play the animation of the fire whenever the original selectable unit was created, and then destroy itself if the other model died. Also developed a pretty solid understanding of actor events in the process. Here is the working fire model event section:
I just hope this helps someone, because this took me way longer than I think it should have without getting any help...
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@Honz: Go
I suppose this will be my last bump before I just give up on using this model. Any response would be appreciated, even if it is just a guess or an idea to try looking into.
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@Honz: Go
Bump, maybe I am going about this the wrong way, but I could really use a solution to get my structure target-able again...