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    posted a message on Inventory With No Carry Bonus
    Quote from willuwontu: Go

    make the behavior have a validator that disables them for certain heroes.

    I tried that, which kind of works, but items with a carry weapon will still affect the beasts, giving them gun or blade attacks.

    so then I tried adding a requirement to the items, but the items seem to give no fucks about it.

    Posted in: Data
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    posted a message on Inventory With No Carry Bonus

    So I have multiple heroes in my game, the basic ones can wield guns and such, but I have a couple beast type heroes. I don't want these beast type heroes to get the bonuses from carry items, yet I still want them to be able to transport said items.

    Posted in: Data
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    posted a message on Starcraft: Rebirth of the Swarm Full-Length Machinima (Released!)

    The script and voice acting were pretty poor, couldn't sit through it. Everything else was great though! congrats and good job

    Posted in: Project Workplace
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    posted a message on I won a dota game with 0 kills and 32 deaths
    Quote from Leruster: Go

    @maverck: Go

    what these guys said.

    Posted in: General Chat
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    posted a message on Making a custom ground decal

    @Monkalizer: Go

    Now only to get them to show when raised in the air! :(

    Posted in: Artist Tavern
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    posted a message on Max Data Threads?
    Quote from Photoloss: Go

    Make sure the buff is reapplied before the previous one expires (assuming it does expire rather than use a range validator or the like)

    Set an upper limit to the number of units updated per "tick", for a classic aura this is the maximum number of targets on the Search effect.

    Not sure if this helps, but Blizzard themselves had a problem with this known as the "Mothership lag": whenever one was built the game would lag because all units arround it immediately cloaked (within 1 game tick)

    I did the edits I mentioned earlier and it seems to be alright now, looks as though the problem was that having all my auras update on 2 second intervals caused an overload, making the lag so by switching the time frames of each of them they no longer all update at the same time, and keep the data below the stream limit per tick

    Posted in: Data
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    posted a message on Max Data Threads?

    @Darkillusion95: Go

    The map is a spawn map, there's say, 20 buildings on map, these buildings are control points. Every 40 seconds these buildings spawn units.

    Each building and hero has an aura that updates every 2 seconds. It's a periodic effect that applies a behavior at each period to all surrounding allied units. The behavior gives them X hitpoints for 1.9 seconds I'm going to change it to give them X hitpoints every 2.1 seconds, and just make the behavior replace itself so it looks better, but I don't think that will help the lag issue. So I plan to make heroes and buildings give two different auras that update at different times

    Also the aura uses no spell effects. It's just a buff that adds 10 attribute points to every unit's "fortitude" attribute. Fortitude increases armor by a small amount and health by 1 for each point. Every unit in the game has a veterancy with fortitude as an attribute.

    Posted in: Data
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    posted a message on Making a custom ground decal
    Quote from rtschutter: Go

    Okay they definitely are full color based on my own testing. Next question, how do I make these visible in the fog of war?

    On your actor there should be a field that says Actor: Fog Visibility: set that to visible and it should in theory, make it seen in FoW

    Posted in: Artist Tavern
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    posted a message on Making a custom ground decal

    @DrSuperEvil: Go

    Hey I keep trying to reinact what you did there but I cannot for the life of me make that happen, can you provide the map you did that with?

    ok so I kind of got it but the decal is cutting off when changing terrain cells -.- darned confusing stuff bro

    Managed to find a previous post by you and that helped, it's working as intended now:

    Quote from DrSuperEvil: Go

    Seems only to be an issue with Splat type actors. I have had success with the ZergTargetingCursor2 model using a Model type actor created on the cursor and using a SOpBasicScopeFollow SOp.

    Posted in: Artist Tavern
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    posted a message on Max Data Threads?

    Hey I know that triggers have a max thread cap, where if you have too many running at once it causes all sorts of lag issues and whatnot

    Is the same for data? I'm guessing so, if you make a persistent that creates itself it crashes the game, so I was wondering if anyone knew what the limit was and how to avoid it?

    right now I'm making a game that is almost entirely in data, and while I play it, every three seconds consistently there is a lag spike. I don't have any triggers that fire periodically so I'm thinking it's the aura's I have in the game. Now, alone these auras seem to work fine, but I have every building in the game granting the same aura (a defense bonus to units who are near them), so I'm guessing having them all running at the same time (since they update every 3 seconds or so) is what's causing my periodic lag anyone know of a way to circumvent this? I would think to give each unit a different periodic duration, however their all the same unit, so if I apply a different aura it will affect all of the buildings on the map.

    or perhaps it's the heroes? I have heroes granting a similar aura to every near unit, maybe there's a limit on how many units can be affected before it lags?

    Posted in: Data
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    posted a message on Leap ability

    Hey since this is the first topic I find when I search for a leap ability figured I'd throw this here.

    Since 1.5 there's a really simple way of doing this described Here

    Presented by Renee, a much better mapper than myself

    This method lets you launch your unit as a missile, without having to set up all those extras.

    Simply make a Effect-Target ability, throw a cooldown and range on it, then set up the effect

    In the Launch Missile effect set the Movement:Movers+ to "reaper jump up" or something like that

    Set Impact Location to Target Point and Launch Location to Caster Unit

    Set the death type to Unknown

    Set Placement Range to 1

    set flags to "2D, Channeled, Placement, Point Fallback"

    connect the effect to your ability, give your ability an execute command, grant it to your unit and test it out! if all goes well you should have an easy data only leap ability

    If you want to set up extra effects like AOE damage on landing, you can edit that in the Impact Effect field of your Launch Missile effect.

    Is your unit randomly dying upon landing? It's cause you didn't change the death type previously mentioned! if you keep the death type on impact, it will kill your unit upon reaching the point. Though this could be cool for lobbing Banelings across the map, it's generally not advised.

    Posted in: Data
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    posted a message on "Cooldown is active"

    Bringing this back, has anyone found a way of removing the cooldown errors for certain abilities? also have some spammable ones that insist on annoying me with cooldown errors.

    Posted in: Data
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    posted a message on [Tutorial&Demo]1.5 alpha - "Launch Missile" effect to create more perfect "Hook" or "Jump" abilities

    Hey bit of a necro here, any way to stop the unit mid movement? I'm trying to make a spell that launches a projectile, said projectile will drag units with it up to it's maximum range. If the projectile hits a wall or unpathable terrain, the projectile will stop, dealing AOE damage and stunning any units it has pulled.

    So far I managed to do this, having worked with teleport and force effects I decided they suck, and instead used this to tell any unit hit by the missile to launch itself to the target point of the missile, giving the illusion of being dragged by said missile. The new problem arrises now that I can't have them also detect when they collide with a wall and stop the mover.

    The way I stop the missile is by killing it, which isn't really an option with it's victims.

    so What I'm looking for is some sort of remove behavior, modify unit, etc that I can use to stop the missile mover and reset it to it's regular self. That way I can just apply that in the same effect that stuns the unit.

    Also I want to make a Charge ability using this effect, where the unit launches itself toward the location, and collides with any units on the way, stopping the charge and dealing the desired effects

    Edit: several hours later I managed to get a working version. Basically The ability fires a persistent that checks every .5 spaces up till the max range of the ability. If the space is unpathable, then the persistent will launch the missile toward said space -1 (so that the impact location is pathable) and destroy itself. This method allows me to both check if the ground is unpathable because of A) there's a doodad there, or B) because the terrain is higher.

    Using Validators this allows me to launch the missile at either a doodad, raised cliff, or maximum range. This means the missile will give the illusion of colliding with doodads or raised cliffs, while flying over lower cliffs just fine. Obviously if the persistent reaches it's maximum range before firing a missile, then it hasn't encountered any obstacles and just launches the missile at max range.

    I then use a set effect on launch that both creates a persistent on the missile to check for surrounding units, and destroys the persistent that created the missile in the first place (so it won't fire more than one)

    The persistent effect checks for enemies currently around the missile every .5 seconds and uses a "launch missile" effect on them that launches them to the missiles current destination.

    Last but not least, I use a switch effect and the Max Range validator I made earlier to see if the missile has reached max range, and if it has, switch the impact effect to suicide the missile. If it hasn't reached max range however, it makes the impact effect an AOE stun.

    So Finally, this makes all units around the missile dragged to the missile's destination, and if that destination is unpathable, stuns all units dragged.

    Not sure if there's a more efficient way, but this is all done via data, and can be used to solve my charge dilemma as well.

    Posted in: General Chat
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    posted a message on Starcraft: Rebirth of the Swarm Full-Length Machinima (Released!)

    @TheSkunk2: Go

    I agree with this, the voice acting seemed alright before the terran voices chimed in, they're pretty awful.

    Posted in: Project Workplace
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    posted a message on The Great Pathing Problem

    So I made a section of the map that I only want heroic units to be able to enter, I gave all my heroes a specific collide type then gave it to unit blockers then placed said blockers along the entrances. This works, but also screws over pathing. Units now try to move into the zone and just get stuck on the entrance rather than go around.

    Anyone know of a way to make regular units go around while heroic units will walk right through?

    I could use an elaborate trigger system to register commands, proximity to area, and use regions as warp points but I'd prefer to just get movers working properly, and make a new mover that avoids a spot like "no burrow" or "visibility blocker", something along those lines then have it work as it would if the section was blocked off with walls. However the mover fields seem to do nothing.

    long story short I want to make a wall that works like buildings do, forcing pathing around it rather than through, but will allow heroic units to path right through it.

    Posted in: Data
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