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    posted a message on [Video] Experience Orbs [Updated]

    Hey, I was the guy that responded to your YouTube video. I'll attach my map and show you what I did.

    I was goofing off in the editor (you'll see its not a very fun map to play ;) ) and tried to implement this system as smoothly as possible. At first I used triggers, but due to the number of units I had being killed I started to get threading errors. So I moved to a completely triggerless system (contrary to what I said in the YouTube comment, it's been a while since I played with the map)

    In my system, there are two units (like yours). The Hero we'll call him, and the Loot. When my Hero kills an enemy, I use the Data editor's Loot function to spawn loot. Loot can spawn an item, unit, etc. In this case it spawns a unit. The percentages are handled with a Loot Set I believe it's called. If I recommend anything at all it's that you remove the spawn orbs triggers and adopt this loot function, that's basically what it's there for. So the dropped loot is fruit in my case and is a separate unit, like yours. It moves to the target, like yours. My fruit has an autocast spell that is guaranteed to cast on the Hero when it is in range. The Effect of this spell is an Issue Order effect that affects the Caster. So when the hero is in range, the fruit casts, and consequently orders itself to Move to the hero. There's probably an easier way to do this but I never looked into it (autocast Move?).

    The second part of the system is when the hero "picks up" the fruit. The Hero has a hidden autocast command called pickUp with an autocast range of 0.5. The command is just a damage spell, the hero effectively "kills" the fruit and gets its Kill Resource. You could implement a trigger here to add attribute points or whatever.

    In my map you'll notice that most fruit is automatically attracted to the hero... I think just due to the small space and amount of enemies, most enemies that die are within the autocast range. Play around with it, manually place fruit far away to test the ranges. I do like your implementation of the Spacebar attract method. You might be able to set up a validator through triggers that the autocast checks before it Moves toward the hero.

    There's definitely room to expand on both of our implementations. You could add a finite life behavior (like the MULE) to the loot so that it expires after X seconds without being picked up.

    Feel free to use anything you want, this is basically a learning map I made weeks ago. I've got no problem helping others who have the persistence to actually get their done (unlike myself ;) ) Let me know if you've got any questions I'll check up on this periodically. Good luck!

    Posted in: Data
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    posted a message on [Info] Patch 1.1 Undocumented Editor Changes

    In the Data Editor under Unit, when a unit is selected, the default opened tab is no longer Ability, it's now (None) and the only option is Death Reveal Type. Seems like they added the option with the patch and they didn't correctly categorize the option under Stats/AI/UI/whatever. I'm in the Mac editor though, it may be limited to that? It seemed pretty glaring, thought I would have seen it mentioned.

    Here's a screenie for clarification. I guess this is more of a minor irritating bug, but whatever.

    http://imgur.com/OUMtB.png

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Can you seriously not use the editor still during maint?

    I have used the editor without an internet connection before. How is this different?

    Posted in: General Chat
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    posted a message on 1.1's Reduced Limitations?!

    We've had this for at least a couple weeks I believe.

    Posted in: General Chat
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    posted a message on Calling an Action (function) and Don't Wait?

    Found the problem. I was so used to setting up Action Queues to order these units from one point to another, and my function used it as well. So it wasn't waiting for the action function, it was waiting for the action queue to finish. And the queue is unnecessary for this wave since the function monitors the unit the whole time, so I removed it. It works now. Sorry about that, thanks for the help!

    Posted in: Miscellaneous Development
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    posted a message on Calling an Action (function) and Don't Wait?

    Thanks for the replies. I already have Create Thread selected.

    Posted in: Miscellaneous Development
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    posted a message on Calling an Action (function) and Don't Wait?

    I made an action for a certain type of unit in my tower defense. When I call it, I call it four times, once for each aisle. The problem is that the trigger runs the action and waits for it to complete. The function has multiple wait statements inside to monitor the unit's position. The end result is that each aisle gets their enemy one at a time. Run Trigger has the option to not wait, would I be able to do this with my function? I'd just make them triggers but it needs to be a function because I pass multiple parameters into it. I suppose I could make 4 triggers, one for each aisle, but I may be doing this again for other waves. It seems like there should be a quicker way of doing this. Thanks

    Posted in: Miscellaneous Development
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    posted a message on Why is there no "test map" button in the trigger editor?

    Yeah that's a standard res, but for the audience using the editor that's a low res. I've got 1440 horizontal and still can't see it. It gives me arrows for a drop down, though (mac).

    Posted in: General Chat
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    posted a message on Blizzard's loophole in map editing that allows hacking

    What about building Queue abilities? UnderConstruction? It would break more than just the Changeling. After reading this thread I still don't understand why they can't just remove the ability command from the Warp Gate ability through a patch?

    Quote:

    Deleting hidden abilities: Well because the possibility to exploit these abilities would still be there, and as soon as you would use them for anything (in a custom map), it would be abuseable

    Why would the ability commands still be there? As someone who has used the editor since release, this makes no sense to me.

    Posted in: General Chat
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    posted a message on Xbox Live gamer suspended for saying he lives in Fort Gay

    Speaking of childishness,

    I had penis in my gamertag info for the longest time. When I went to edit it (but still retain the penis) it wouldn't let me save the changes due to the word. I must have made it in before they implemented the filters.

    Posted in: Off-Topic
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    posted a message on Anyways to have an attack stay locked on without the attack dying?

    Yeah, the reason the attack stops is because it loses vision of the target. You could increase the attacker's vision range, or possibly create a trigger that reveals a region around the attacked unit so the attacker still can see it.

    Posted in: Miscellaneous Development
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    posted a message on Morphing and Energy

    When my unit morphs to another unit that has a higher energy capacity, the new unit's energy is the same as the percentage of the previous unit's energy. For example, a 25/50 morphs into a 125/250. Is there an option to disable this somewhere? I'd like the created unit to have a fixed starting energy (changing it in stats doesn't do anything). My last resort would be to make a trigger for each of my units doing this. Any help is appreciated, thanks.

    Posted in: Miscellaneous Development
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    posted a message on Broken AI in Melee

    I've got the same problem, only it's a 1v1. The AI opponent builds a bunch of scvs, and a few supply depots but nothing more. It's a small map, with less than standard space in the main base, but still definitely enough to build an army.

    Posted in: Miscellaneous Development
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    posted a message on Unselectable Unit after Morphing

    When it "morphs back" does it return to the original unit/actor, or is it a new one? If it's a new one, there's an option in Units>Unit named Subgroup Alias that should not be None. I had a problem where I couldn't select my units and that turned out to be the cause. Hope this helps.

    Posted in: Miscellaneous Development
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    posted a message on Custom units complete one action and don't "finish"

    I've got a problem with my custom units. They have abilities and attack. When they use their ability, it casts once (sometimes it doesn't even cast) and the button stays highlighted. Attack is the same way, they'll attack once and it'll stay highlighted. While it is highlighted the towers can't continue anything else until they're manually Stopped. These abilities have set ranges and set cast and finish times. Attack is unmodified. I placed a premade unit in the map and it works just fine. All my towers probably have this problem because I duplicated my first tower a bunch of times. But they all must have some option in common that is preventing them from finishing an attack. Has anyone else experienced this? Thanks

    Posted in: Miscellaneous Development
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