• 0

    posted a message on Terrain Artist! [Picture Heavy]

    Having more fun with the terrain making than with the rest of the editor.

    This is my from my half-complete TD map that I'm not sure if I have the motivation to finish. Not as nice as some pictures in this thread, but it definitely looks better than most TD maps out there. The water reflections look terrible but I never paid attention to it as I had reflections turned off right until I snapped the screenshots.

    Posted in: Terrain
  • 0

    posted a message on Trouble with unpathable terrain

    Ok, so I got the "invisible" gauntlet figured out. Now the problem is that the units group up when I don't want them to. Ground units don't really group up like air units when there's lack of space.

    How would I go about making air units not group up? Separation radius does nothing here. Basically, I want the unit to be unable to occupity the same space.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Trouble with unpathable terrain

    Ok, I found the no fly zones and they were too unprecise.

    I could go the other way around and make the enemy units flying (but still appear to be on the ground) and simply just add no fly zones along the path on which the units run. Sadly, it means that I can't make specific flying units that you'd need certain towers to kill. But if I have to compromise, this would definitely be the smallest sacrifice.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Trouble with unpathable terrain

    @Tridgit: Go

    That sounds like an awesome solution. Where do I find/How do I create a no fly zone? Can't seem to get it working.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Trouble with unpathable terrain

    @Maul2: Go

    I thought about that aswell and decided that there simply has to be a better solution.

    By the way, if it's possible to check and uncheck a unit's collision flags through triggers, I have this problem solved. But I can't find an action where I can check/uncheck collision flags. :<

    Posted in: Miscellaneous Development
  • 0

    posted a message on Trouble with unpathable terrain

    @Maul2: Go

    Sounds like a decent temp solution, but the best thing would be to make it impossible for them to step outside the path. That way, I can control exactly how I want them to move.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Trouble with unpathable terrain

    @Maul2: Go

    I've done that, however, the units are too big and sometimes push themselves out of the path. Sure, they'll continue but it looks crap and sometimes they start attacking my towers.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Trouble with unpathable terrain

    I've tried and tried but I haven't figured out a way this can be done yet. For my TD, I need to create a gauntlet where the enemy units run. However, I can't do this using cliff levels as that will mess up my design. Also, I NEED my builder to be able to cross the path.

    Your first impulse here is probably to recommend that I make him a flying unit and remove the collision flags. Yes, this would work but it's not an option since that would allow my builder to go anywhere on the map - something that normally wouldn't be that big of a deal, but I can't allow it for what I have planned.

    In other words; both my builder and the enemy units are ground units but can't be affected by the same pathing blockers. The "obvious" thing to do here is to try and set the movement - collide flags to different ones so that the enemy units match the unit I'm using as a pathblocker, while my builder has a different one. Of course I've tried it but it doesn't work for me.

    So has anyone successfully dealt with a similar issue?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Duplication and how it works

    You need to duplicate the actor as well, since for some reason an actor can't belong to two units.

    Everything that shows up on the map needs an actor since the actor holds the model and all that information. So when you duplicate, check the actor and it will make a duplicate version of that.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Problem with "Completed at unit" requirement

    Thanks to the guys in the IRC channel who pointed me in the right direction, I managed to figure out how to do it.

    Someone said that upgrades are global and that I should use the Learn ability (the same people use for heroes) instead while having the behavior as part of the ability. No need for requirements in other words.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Problem with "Completed at unit" requirement

    @MasterDinadan: Go

    MasterDinadan, I'm not completely sure what you mean. Kinda new to the editor scene. :)

    But if I understand you correctly, you're suggesting that the behavior shouldn't even exist on the unit before I use the upgrade ability and thus shouldn't need a "have" requirement? If so, how would I make it so that it doesn't upgrade all the units in the affected units array? Wouldn't I still need to have a requirement that it has been "completed at unit"?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Problem with "Completed at unit" requirement

    I hate to bump stuff, but this is reeaaally getting frustrating as I need the "Completed at unit" requirement for A LOT of things in my map.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Problem with "Completed at unit" requirement

    I'm making a TD and I want each tower to have to upgrade the detection ability in order for it to work. The ability does work but I'm having problem with the requirements.

    Since I want each tower to have to upgrade the detection behavior in order for it to work for that tower, I use Count upgrade - name of upgrade - "Completed at unit".

    I use the Queued or better at unit to make the upgrade button disappear when upgrading it. This works. The button disappears when the upgrade is queued but comes back when the upgrade is finished. The reason it comes back is that the game doesn't recognize that the upgrade is in fact completed at the unit. Detection doesn't work at any unit when I have the requirement that it must be "completed at unit". However, once I set it to only "Completed" everything works great, except that every tower now has the ability which is something that I don't want.

    What do I do to fix this? Any help is appreciated.

    Posted in: Miscellaneous Development
  • 0

    posted a message on requirement issues

    Oops, I forgot one thing about the "Learn" Requirement. (I'm making a new post so you'll notice it)

    It needs to be under a "not" requirement node under "Show". Which you'll set when setting the "Count upgrade - name of upgrade -queued or better".

    And the "Have" requirement only needs to be under "Use"

    Posted in: Miscellaneous Development
  • 0

    posted a message on requirement issues

    I think you need to make two requirements in this case. One for learning the ability and one for having it.

    Basically, you want to set the learning the ability on the supply depot so that when you research it, it will disappear. Pretty much what you're doing is that you're doing here is setting the requirement for the button to show up on your supply depot. You do this by setting the req to "Count Upgrade - name of upgrade - queued or better". You set this in the actual upgrading ability and not in the command card.

    Then, for your builder, you need a "Have" requirement, which you'll also set in the ability (this time the build ability) and not the command card. The upgrade should look kind of like this: Count Upgrade - Name of Upgrade - Completed.

    I might have missed something but I dealt with almost the same issue yesterday and it works for me. :)

    Edit: And I got the names "learn" and "have" from how Blizzard deals with this. Just search for learn and have in the requirements section and you'll know what I mean.

    Posted in: Miscellaneous Development
  • To post a comment, please or register a new account.