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    posted a message on Trying to add the Bunker's load/attack ability to Pylons

    @Gargananana: Go

    I seem to recall seeing some commands on the bunker called Stop Redirect and Attack Redirect. I'm guessing these mean they command the units that are currently inside. Try adding an ability to your Pylon and type 'Redirect' into the search bar, and see if those commands work.

    Posted in: Miscellaneous Development
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    posted a message on Nuke as model for unit

    @kotzwuerg: Go

    Try looking in the events+ of the actor in the data editor.

    Posted in: Miscellaneous Development
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    posted a message on Creating a map effect on a melee map
    Quote from ST4RKiLL3R: Go

    @searrard: Go

    But this wont be a melee map. Anything with triggers or custom units, etc, anything other than the default stuff, is not considered a melee map. This would be a UMS map, sort of like fastest now is.

    That kinda sucks huh? Kind of limits how melee maps can evolve.

    Posted in: Miscellaneous Development
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    posted a message on Custom Morph Actor Issues

    @Hakiki: Go

    What the hell are those flags for anyway? The default for all units is to be unselectable and unclickable, but that is obviously not true.

    Posted in: Miscellaneous Development
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    posted a message on [Abandoned] Ability - Ground Spike

    @helixdnb: Go

    This is how you will solve your problem, OP. Make a terrain deformer actor in the data editor, then set its events to be created at the target point when your ability is used, and destroy it when the ability ends or something.

    Posted in: Miscellaneous Development
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    posted a message on Linking actors to units
    Quote from RileyStarcraft: Go

    at what point should I destroy the actor for the old unit and create the actor for the new unit.

    I use a trigger at the start of my map that activates the enemy spawn, and thus beginning the game, once the player morphs his building into one of several possible upgrades. To do this, I use an event that is something like "Morph Actor End", sorry I don't have the map with me right now so I can't check exactly. I would say change actors when the morph is complete.

    Quote:

    Or to be more specific what does the timeline look like for a unit morph? At what point is the old unit removed and the new unit created? Do they overlap or is there a boundary point? And what happens if the morph is cancelled?

    However, I had the upgraded building provide supplies, and the base building provide none. Immediately upon starting the morph, I gained supplies, and canceling the morph took them away. This tells me that the new unit is created when the morph is started, not when the progress is completed. This must mean that whether or not the old unit is removed, the actor is changed to the new unit at the beginning of the morph.

    Hopefully this helps.

    Posted in: Miscellaneous Development
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    posted a message on Orders

    I have a related problem.. I have waves of units that I want to Attack-Move to a position at the center of the map. The players are able to build structures and mass units, and I want the attacking waves to be able to attack everything on their way to the center. The problem though is that if a player blocks off the path completely, the attacking waves will no longer consider that blocked path as possible and will thus try to simply get as close as they can to where I told them to and then stopping, instead of going to the block and attacking their way through.

    I guess I want the attackers to consider buildings as walkable (they can walk through them), but at the same time I don't want them to ACTUALLY walk through the buildings. Is that possible?

    Edit: As for your problem.. wouldn't "Points Connected By Pathing" work perfectly? "Returns true if the specified points are connected by ground pathing." That sounds like it will return false if the path is blocked, in which case you can then order your units to attack.

    Edit edit: My problem is solved. I backed up and looked at the problem on a simpler scale: The attacking waves would stop in their tracks and cease to be a threat. So, I made a trigger that runs when any unit becomes idle, checks to see if the owner is the attacking wave CPU and that the AI Pathing Cost is equal to -1 (Not 65535 like said above; it will be -1 if there is no path found.) Then I ordered the idle unit to attack-move to a random structure owned by any player. This way, if the players block and the attackers get stuck and stop moving, they will acquire a new target and head for one of the player's buildings, instead of the goal in the center of the map, thus breaking the blockade for future units.

    Posted in: Miscellaneous Development
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    posted a message on [Data] Accumulative and Multiple Upgrade with Queue

    Great tutorial, works perfectly, except for one thing.

    Setting the max number of upgrades to 5 in the Upgrade data type works fine, it will only go up five times. However, the button to perform the upgrade remains, allowing me to consume additional resources to perform a sixth upgrade, and when it's done the upgrade will remain at level 5 (which is good). How can I make that button go away once the upgrade is at level 5? I suppose I could use a Requirement, but that's ugly and I'd rather it just dissapear.

    Edit: Problem solved. I was a) putting the requirement nodes under "Use" instead of "Show", which resulted in the ugly error, and b) I added a requirement node to check and see if the upgrade was completed 4 or less times. You should edit and mention these two things.

    Posted in: Tutorials
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    posted a message on 90% of CUSTOM games Unplayable due to Lag/Latency

    Is it just me, or does it look like Battle.net is actually hosting the games? That would certainly explain the lag, and also why I get delay and waiting for players when I'm hosting a game and playing all by myself.

    Posted in: Miscellaneous Development
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    posted a message on wtf is a 'nested iteration'?

    @ST4RKiLL3R: Go

    well, nested means inside of some kind of loop or if/then statement or switch statement, and iteration is like one run through a loop.

    Posted in: Miscellaneous Development
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    posted a message on Beam Help

    I have solved the problem. Originally, I duplicated the Medivac Heal ability and also checked all of the Actors for it. While the new duplicated actors were correctly tied to the new duplicated ability, it wasn't working right. I just now tried duplicating the ability once again, but this time I did not tell it to duplicate the actors as well, and instead I went in and manually duplicated the actors and set them to be tied to the new ability, one by one. This worked flawlessly.

    I hope this helps you out, if you have not already solved it yourself.

    Posted in: Miscellaneous Development
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    posted a message on Turned off game UI... now I want to change my sound

    Why not just keep the menu bar UI showing? Is that not an option? You can enable it separately from all the other UI elements.

    Posted in: Miscellaneous Development
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    posted a message on Ping map and messaging everyone problem!

    @Etravex: Go

    Well you've got this messaging event running every second, to check for a change in hill ownership. If you place that If Then block in the event, then yeah it will be checked at every interval.

    As for being captured the other way.. if I'm imagining this right, all you have to do is set the boolean to false whenever you want a 'hill has been captured' message to go off one time.

    Sorry if this is hard to understand.. I'm not very good at teaching people things since I myself am still learning. There might also of course be some super easy way to do this that I don't know about it. This is what I would do, though.

    Posted in: Miscellaneous Development
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    posted a message on Ping map and messaging everyone problem!

    @Etravex: Go

    Well you know how to use variables since you say you're using real variables. Just make new variables of type Boolean. Then set the variable to false when you are sending the message the first time, and check to see if it is true before you send it.

    - If
    (hasAlerted == false)
    - Then
    Set hasAlerted to true
    Send message ("The hill has been captured!")
    - Else
    Do nothing

    Then when the hill gets captured by someone else or something, set the hasAlerted to false, so it will send another alert.

    Posted in: Miscellaneous Development
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    posted a message on Ping map and messaging everyone problem!

    @Etravex: Go

    Maybe you can just use simple boolean variables to set a state, like "hasAlerted" and then when the hill gets captured, check if the boolean is false, then send the message and set the boolean to true.

    Something like that should work.

    Posted in: Miscellaneous Development
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