If found that buildings cant use weapon right away because they lack the ability to turn to a attackable direction you can either change the attacks fireable angles or give the ability to turn which entails modifying the movement data and some flags
Umm whats your problem? You never stated the error your getting.
Oh wait the error your getting is from what you pasted into your map.
IMO if you cant spawn Units for your td from your own code you prolly shouldnt be making a td.
That being said you should prolly try debugging your spawn / orders triggers yourself.
It looks like one of your Points / Regions is not valid. An easy way to test this is when your trigger spawns units and orders them to points you can then create a new action that will create a mini map ping at that point or region you can also try panning your cammera to these points/ regions
my guess is that the points/regions are invalid or not set and if you try to ping/pan to these it will do so at the very bottom left corner of the playable map area if this is truely the case.
Um units in WC3 had custom values....... that you could change and output with triggers
and you could do just about anything in wc3 with triggers that you can in SC2 though sc2 has a few extra trigger actions and events that I always wished for in wc3
When alt tabbing out and then back in the back in part takes a minute for sc2 to refresh my screen..... who knows why but its annoying as hell and this is from the menu screen.
secondly if its a "memory leak" you should be able to notice your ram usage go out of control in task manager but considering ive seen SC2 running at 2 gig of ram normally .. any leak you do create is going to be unnoticable. Secondly a ram leak more then likely will not cause a delay when exiting the map it is more then likely caused by B.net
TRY THIS
set your map to run the test document in a window'd mode with the Trigger Moniter window open. Look for exsessive triggering going on and then when your done looking at that ...... try restarting and exiting your game(I mean using the ingame option to restart your map)......... do you get the same delay issue when restarting or leaving your map in the windowed test mode of your map....
Create a Global Variable as a Integer Array with a 15 max
As units die increment the value in the array by +1 based by index of array = triggering player
After adding the fresh kill you do a math operation on the value
so
if (mod(PlayerKills[trigginer player] / 20 ) == 0 )then( Set Resource (add 1 gas to Triggering Player))
I then use this array for updating things like my leader board
Ive been making dummy units and give them the actor and model properties of the doodads I want to use....... From there I edit the unit to meet my particular needs.
This way you have all the control you do for a unit. but it looks like a doodad same thing basically.
when spawning units do
add last created unit to UnitGroup CurrentLevelUnitGroup
To check if they are all dead
Event:- Any Unit Dies
Var i = 0
Conditions: (what ever you want for conditions)
Actions:
- Pick each unit in (CurrentLevelUnitGroup) and do actions( set i = i + 1)
- If i > 0 then actions(Level not Over Actions) Else (Level Over Actions)
I believe units are removed from unit groups after they die
else you may need to check if they are still alive before incrementing the "i" variable
also you may need to keep track of the number of units removed from either dying or making it to the end of the of a path like in a TD
0
If found that buildings cant use weapon right away because they lack the ability to turn to a attackable direction you can either change the attacks fireable angles or give the ability to turn which entails modifying the movement data and some flags
0
Umm whats your problem? You never stated the error your getting.
Oh wait the error your getting is from what you pasted into your map.
IMO if you cant spawn Units for your td from your own code you prolly shouldnt be making a td.
That being said you should prolly try debugging your spawn / orders triggers yourself.
It looks like one of your Points / Regions is not valid. An easy way to test this is when your trigger spawns units and orders them to points you can then create a new action that will create a mini map ping at that point or region you can also try panning your cammera to these points/ regions
my guess is that the points/regions are invalid or not set and if you try to ping/pan to these it will do so at the very bottom left corner of the playable map area if this is truely the case.
0
Does this copy actually copy the terrain such as hieght variations and terrain textures? or just untis/doodads?
0
@Aspernation: Go
Um units in WC3 had custom values....... that you could change and output with triggers
and you could do just about anything in wc3 with triggers that you can in SC2 though sc2 has a few extra trigger actions and events that I always wished for in wc3
0
...umm no be glad you can copy/past/flip
btw how the hell do you copy terrain and then paste it.
Does this copy, copy all objects on the terrain?
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If your on us.battle.net
check out Infite TD .... its mazing td
It is a work in progress
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Event - Any Unit Created By Ability/Effect
Condition - Type of unit your looking for
Action - Add Created Unit to Unit Group
GG
0
Me thinks its just SC2 being slow....
When alt tabbing out and then back in the back in part takes a minute for sc2 to refresh my screen..... who knows why but its annoying as hell and this is from the menu screen.
secondly if its a "memory leak" you should be able to notice your ram usage go out of control in task manager but considering ive seen SC2 running at 2 gig of ram normally .. any leak you do create is going to be unnoticable. Secondly a ram leak more then likely will not cause a delay when exiting the map it is more then likely caused by B.net
TRY THIS
set your map to run the test document in a window'd mode with the Trigger Moniter window open. Look for exsessive triggering going on and then when your done looking at that ...... try restarting and exiting your game(I mean using the ingame option to restart your map)......... do you get the same delay issue when restarting or leaving your map in the windowed test mode of your map....
0
I would think you could change the target from the behavior that actually makes the spider mine move and explode to include stealthed targets
0
Create a Global Variable as a Integer Array with a 15 max
As units die increment the value in the array by +1 based by index of array = triggering player
After adding the fresh kill you do a math operation on the value
so
if (mod(PlayerKills[trigginer player] / 20 ) == 0 )then( Set Resource (add 1 gas to Triggering Player))
I then use this array for updating things like my leader board
0
Bump
0
whats an easy way to convert jpg/tga to dds?
0
I made a tut for increasing larva spawns at hatcheries it might help you out
http://www.stardepot.org/index.php?act=viewtopic&id=67
0
Ive been making dummy units and give them the actor and model properties of the doodads I want to use....... From there I edit the unit to meet my particular needs.
This way you have all the control you do for a unit. but it looks like a doodad same thing basically.
0
Global Var: CurrentLevelUnitGroup(type:UnitGroup)
when spawning units do
add last created unit to UnitGroup CurrentLevelUnitGroup
To check if they are all dead
Event:- Any Unit Dies
Var i = 0
Conditions: (what ever you want for conditions)
Actions:
- Pick each unit in (CurrentLevelUnitGroup) and do actions( set i = i + 1)
- If i > 0 then actions(Level not Over Actions) Else (Level Over Actions)
I believe units are removed from unit groups after they die
else you may need to check if they are still alive before incrementing the "i" variable
also you may need to keep track of the number of units removed from either dying or making it to the end of the of a path like in a TD