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    posted a message on change player ownership

    so its working the only problem now is that i'm getting a too many thread error when adding units to player group.

    Posted in: Triggers
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    posted a message on change player ownership

    @deathtorn its funny cause i was already experimenting with your idea. i think i can figure it out but ill pm u. i used,

    event- map initialization

    condition- owner= x

    action- add unit to group x

    event- player selects dialog button

    condition- dialog item

    action-blah

    blah

    blah

    pick each unit from unit group x

    action- change owner y

    this basic layout should work right?

    @lordabyss regions would be messy cause i would need multiple of them and groups regularly bump up against each other and some formations have weird shapes. but if all else fails i would do that.

    Posted in: Triggers
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    posted a message on Carrier lags the game.

    seems to be working, needs more testing.

    Posted in: Data
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    posted a message on change player ownership

    i have 4 neutral teams with pre-deployed units. players select which group looks the most appealing and take control. what i want is a change of ownership giving the player control of neutral players. regions are abit messy cause of the layout and overlapping groups. so is there a way to change owner of all units owned by player "x" and give them to player "y"?

    Posted in: Triggers
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    posted a message on Carrier lags the game.

    so i just looked at the carrier the sight range is only 12

    edit: the only numbers that is anywhere close to it's max is periods on create persistent interceptor at 65,000, range of 500 for interceptors and leash of 500 for the ability..

    im going to try with all of the above set to 100 see if it works.

    Posted in: Data
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    posted a message on Carrier lags the game.

    we were fighting it out in a test version and it got lagy when a carrier was brawling but when we destroyed the carrier the lag stopped.

    other than the carrier it doesn't lag until late in the game with 1000 supply worth of men are in play which to me is understandable.

    Posted in: Data
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    posted a message on Carrier lags the game.

    so what, i lower sight range?

    Posted in: Data
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    posted a message on Carrier lags the game.

    i made a hero carrier with no meaningful limit, 500 leash and will attack anything on map. but even with only 4 interceptors it lags i dont know why. but it making my map unplayable.

    Posted in: Data
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    posted a message on blink "toward" target

    OH!!!!!!!!!!!!!!!!!!!

    ok so i changed status(range)=500 and Target(range)=10

    now it works THANKS!

    Posted in: Data
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    posted a message on blink "toward" target

    if i set the range of blink to 500 then the unit will blink across the map, so i have it set to 10. it works if i set it to 500 but it will ruin the game if a enemy can reach the target or the players can confine the enemy

    Posted in: Data
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    posted a message on blink "toward" target

    so i tried what u said and to no avail the enemy must be within blink range of the target in order to cast blink. I want the enemy to blink even if the target is not in range.

    Posted in: Data
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    posted a message on blink "toward" target

    alot more complex of a action than i was useing

    were r all those options? ur doing target point?

    Posted in: Data
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    posted a message on blink "toward" target

    the trigger only activates if its in range of the target. i tested by increasing blink range.

    Posted in: Data
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    posted a message on blink "toward" target

    bump again

    Posted in: Data
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    posted a message on blink "toward" target

    BUMP!>>>

    Posted in: Data
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