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    posted a message on Things that cause long exit times

    @FunkyUserName: Go

    I already have, it's prettty much the same thing with other games.

    Only one, it does not cause it. Because I have tried turning it off and on.

    I have tried turning off some other triggers and it did prevent the long exit time - but I have no idea why and how to adjust it since they are critical to the game.

    Posted in: Galaxy Scripting
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    posted a message on Things that cause long exit times

    Ugh.. I really need help. My mod causes games with high player count and long game durations to have long exit times.

    It wasn't originally there - I want to blame the Nova Patch but I feel I might have done something to mess it up although I have no idea what. Are there any general scripting rules for preventing long exit times? I haven't found ANY answers relevant to this issue.

    The game doesn't run slower towards the end, my frames are consistently high, but F10 -> Quit Game causes players to be stuck for about 5-20 minutes before they are back at the b.net screen.

    Thanks so much for anyone who knows.

    Posted in: Galaxy Scripting
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    posted a message on Leaving Game Stalls (Kobold Tribes New)

    This is a big issue, but I guess this really is unique to my mod.

    Posted in: General Chat
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    posted a message on Leaving Game Stalls (Kobold Tribes New)

    Hi again, I have a mod named Kobold Tribes New on the arcade.

    This problem has been up since the Nova patches. I haven't updated the map during the last couple weeks, but ever since the patches, players of my mod have been stuck framewise when they leave. Taking them from anywhere from a 1-15 min, until they can get back to the in game b.net UI.

    Sometimes it doesn't happen, but the more players and longer the game's duration - the more likely. But basically, every game worth playing (15+min, 3v3+) - will cause this to happen. Is this happening to anyone else?

    Thanks in advance.

    Posted in: General Chat
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    posted a message on Infested Zealot Model Issues

    Hi All

    I've been using the Infested Zealot model on this website, for the past couple weeks and while it was working fine, ALL OF THE SUDDEN - just a couple minutes ago - the editor nor the game will display the model properly. Even after fresh new downloads, trying it on default maps, it still wont work. Was there an editor patch within the past couple minutes or something? Can someone tell me if they've encountered issues like this before or test this model in your own editor? http://www.sc2mapster.com/assets/infested-zealot/images/1-infested-zealot/ Thanks in advance.

    Posted in: Data
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    posted a message on Missile Target Area

    Tried that before, but didn't work, tried all the scopes.

    The archangel has no at scope term, but it still works perfectly...

    Still thanks for the response

    Posted in: Data
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    posted a message on Missile Target Area

    Thanks, I followed it as it did, but for some reason my effect gets attached to the caster instead of being created at the target point. I have no idea why this happens -_-;;

    Posted in: Data
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    posted a message on Missile Target Area

    @hobbidude: Go

    sorry but i can get a concrete example?

    Posted in: Data
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    posted a message on Missile Target Area

    Hi,

    Can someone explain to me how I can create an actor that is created when a missile is launched at a location, and destroy it when the missile reaches said location?

    If you don't understand what I'm talking about, think about ClownZ Gladiator Wars, Project Haven. Many boss units have target area missile abilities, that warn players of the target area so that they can avoid the areas.

    Thanks in advance.

    Posted in: Data
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    posted a message on Framing a Unit's Health/Mana bar

    THe UI Editor makes little sense to me but thanks ill just use that one for now. Do you know where I can a list of ui textures? It doen't show in the cutscene editor and i can't really open up the base file since it's too big.

    Posted in: Data
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    posted a message on Framing a Unit's Health/Mana bar

    I'm not sure where this belongs, so excuse me if this the wrong place to put this thread. But how can I do this Picture

    Thanks in advance for the help :).

    Posted in: Data
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    posted a message on Arms Magazine Unit Independent Launch

    Hi all, I was wondering how I can make an arms magazine unit self launch while the holder is executing other commands such as moving or using spells. The recall setting makes it so that the units follow the holder when it is moving around.

    For example, let say i had a brood lord - whose broodlings can launch itself while the brood lord is moving and the broodlings dont need a target in order for them to launch at a target.

    I've already tried periodic search behaviors they did not seem to work.

    edit: i was wondering also how could I link an ability (effect: target), so that it will launch the magazine units at the target;

    thanks in advance :)

    Posted in: Data
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    posted a message on Help with Diablo Attribute Type System

    @Demtrod: Go

    Yea of course I will be using it - It's just what I need! :D

    Posted in: Triggers
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    posted a message on Help with Diablo Attribute Type System
    Quote from Forge_User_44611484: Go

    @msong7229: Go

    I could most likely create a system like this pretty fast with a dialog. You will just have to create 5 global integer variables with array room enough for each player (16). 1 for the Attribute Points Remaining to spend. and then 4, 1 for each attribute.

    Then create a trigger that increases the Attribute Points Remaining by 5 when your unit gains an expirience level.

    Then you will have to create 4 buff behaviors (1 for each attribute) that each will increase the coresponding attribute by 1, make it stack as many times as possible.

    Then you will have to create a dialog with 4 buttons, 1 for each attribute. Then make the buttons add the attribute to the unit when a player uses the button, and increase the amount of the global variable coresponding to attribute, with 1. You will have to add a condition that checks if the Attribute Points Remaining is higher than 0.

    Then you could also add a label that displays the amount of attribute points remaining, and maybe make the dialog toggle able with a button, or a hotkey.

    This will only work for 1 unit for each player though.

    I can make it for you, but I want to know if you can use it before I make it though ;)

    EDIT: That would be great.. Maybe you can make a tut on this or something. What do you mean if I can use it?

    Posted in: Triggers
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    posted a message on (Solved) Quick Actor/Model Questions

    @DrSuperEvil: Go

    nm i got it to work thanks :)

    Posted in: Data
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