i am working on a TD right now and doing good process, while spending now over 2 months.
I now have come to a point, where the map has successfully passed his alpha and is now in beta stage.
But there are three points, where i cant get further and which are really annoying.
I really would appreciate some help ;-)
1) Auto Blink:
My builder should automatically use blink to travel. Doesnt matter if it is a move, build or attack (yes he is able to attack) command.
The skill has a 5 second Cooldown, if it is unavailable, the builder has to walk, but uses this Blink as soon as it is available again.
Also, if this is annoying for the player, this ability should be on autocast. If turned off, the Builder will walk.
Atm i using a trigger to solve this.
Its realy simple and doesnt cover all aspects i want (esp. Autocast):
Moveblink Events Unit - Any Unit uses Move at Generic3 - Execute stage (Ignore shared abilities) Local Variables Conditions (Unit type of (Triggering unit)) == Blimp the Builder Actions Unit - Order (Triggering unit) to (Builder Teleport targeting (Triggering ability target point)) (Replace Existing Orders)
I have a feeling, that this would be easier with a behaviour??
2) Auto Infested Spawn:
In my map there are two units that automatically spawn Infested Terrans: The Infestor and the Overlord.
The Infestor only spawns an IT when he is attacked (its 100% working atm by a trigger).
The Overlord spawns an IT every 15 seconds. Thats also done by a trigger.
Although both parts are working, i was wondering if it would be possible to do this as a behaviour through the data editor?
Any ideas? Doing everything with triggers just dont seem to be "clean" to me.
SOLVED 3) Turning Circle:
This one is maybe easy, i just cant find the right field:
As my worker is based on the Probe, it also has a turning circle like the Probe. It cant turn on a spot while moving, but drawing a realy little circle.
My worker cant fly (and shouldnt) he has to walk through the builded maze. As this maze can sometimes be realy nested with narrow corners, this totally messes up the pathing and the builder is instantly dropped to some place outside the maze (dont know why).
I want to solve this by making him move like e.g. the marine, so he can turn on one spot.
How do i do this?
I know, some of this points are realy tricky, esp. the first one. I am not expecting a solution to all of them, but if you know something that could help me, please post it.
This is driving me nuts and i am slowly becoming desperate.
Please help me :)
Welcome to sc2mapster, meanbearpig :D Feel free to PM me with any questions you have!
For #1, I honestly dont know how to do that. Data is not my strong point.
For #2.. If it works fine, I'd say to stick with triggers. I'm not aware of a way to do this with data, although there might be.
For #3 Workers and flying units have an acceleration rate. All other units start and stop on the spot. Maybe if you go the unit in the data editor, you can set the movement acceleration to 0. I'm not totally sure but that should let him turn on the spot.
Also this was posted in the wrong forum. Data assess is for people to post abilities and things they made in the data editor for others to use. I moved this to the correct forum for you :D
Hi :)
Thanks for the very quick answer and for moving this thread. Sorry for posting it wrong :-)
I played around with the acceleration and now it works. Although it was not 0, but the other extreme: 1000. So now my builder makes his way even through a very nested maze.
So i guess Point 3 is solved. Thanks a lot for your help :-)
With #2: Yes i maybe can go with triggers, just had some performance thinking and thought Behaviours are more perfomant than Triggers? But nvm, guess triggers will do the job.
Any ideas to #1 ?
Even a little aspect of this big "task" would help me. E.g. how do i link a autocast-ability with the mouse cursor? So when i issue my builder a move command with a right-click, he teleports if the skill is available?
would be hard to realize in pure data; I am not sure how to realize all aspects you want at all. I would go for an extended Trial&Error session ;)
should be perfectly possible in data (both of them), but nothing is wrong with a trigger here. If you absolutely want to, you can change it to data, but why bother as long as it works and does not cause problems?
Okay so i guess #2 will just stay as it is, done with triggers.
But i am still having trouble with #1.
It would give me a push if i just know how to get the target position of the move command (doesnt matter if by trigger or data).
So when the player issues a move command with the right mouse button, how do i get the cursor position?
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Hello,
i am working on a TD right now and doing good process, while spending now over 2 months.
I now have come to a point, where the map has successfully passed his alpha and is now in beta stage.
But there are three points, where i cant get further and which are really annoying.
I really would appreciate some help ;-)
1) Auto Blink:
My builder should automatically use blink to travel. Doesnt matter if it is a move, build or attack (yes he is able to attack) command.
The skill has a 5 second Cooldown, if it is unavailable, the builder has to walk, but uses this Blink as soon as it is available again.
Also, if this is annoying for the player, this ability should be on autocast. If turned off, the Builder will walk.
Atm i using a trigger to solve this. Its realy simple and doesnt cover all aspects i want (esp. Autocast):
Moveblink
Events
Unit - Any Unit uses Move at Generic3 - Execute stage (Ignore shared abilities)
Local Variables
Conditions
(Unit type of (Triggering unit)) == Blimp the Builder
Actions
Unit - Order (Triggering unit) to (Builder Teleport targeting (Triggering ability target point)) (Replace Existing Orders)
I have a feeling, that this would be easier with a behaviour??
2) Auto Infested Spawn:
In my map there are two units that automatically spawn Infested Terrans: The Infestor and the Overlord.
The Infestor only spawns an IT when he is attacked (its 100% working atm by a trigger).
The Overlord spawns an IT every 15 seconds. Thats also done by a trigger.
Although both parts are working, i was wondering if it would be possible to do this as a behaviour through the data editor?
Any ideas? Doing everything with triggers just dont seem to be "clean" to me.
SOLVED 3) Turning Circle:
This one is maybe easy, i just cant find the right field:
As my worker is based on the Probe, it also has a turning circle like the Probe. It cant turn on a spot while moving, but drawing a realy little circle.
My worker cant fly (and shouldnt) he has to walk through the builded maze. As this maze can sometimes be realy nested with narrow corners, this totally messes up the pathing and the builder is instantly dropped to some place outside the maze (dont know why).
I want to solve this by making him move like e.g. the marine, so he can turn on one spot. How do i do this?
I know, some of this points are realy tricky, esp. the first one. I am not expecting a solution to all of them, but if you know something that could help me, please post it.
This is driving me nuts and i am slowly becoming desperate.
Please help me :)
Thanks in advance.
Welcome to sc2mapster, meanbearpig :D Feel free to PM me with any questions you have!
For #1, I honestly dont know how to do that. Data is not my strong point.
For #2.. If it works fine, I'd say to stick with triggers. I'm not aware of a way to do this with data, although there might be.
For #3 Workers and flying units have an acceleration rate. All other units start and stop on the spot. Maybe if you go the unit in the data editor, you can set the movement acceleration to 0. I'm not totally sure but that should let him turn on the spot.
Also this was posted in the wrong forum. Data assess is for people to post abilities and things they made in the data editor for others to use. I moved this to the correct forum for you :D
Hi :) Thanks for the very quick answer and for moving this thread. Sorry for posting it wrong :-)
I played around with the acceleration and now it works. Although it was not 0, but the other extreme: 1000. So now my builder makes his way even through a very nested maze.
So i guess Point 3 is solved. Thanks a lot for your help :-)
With #2: Yes i maybe can go with triggers, just had some performance thinking and thought Behaviours are more perfomant than Triggers? But nvm, guess triggers will do the job.
Any ideas to #1 ?
Even a little aspect of this big "task" would help me. E.g. how do i link a autocast-ability with the mouse cursor?
So when i issue my builder a move command with a right-click, he teleports if the skill is available?
Okay so i guess #2 will just stay as it is, done with triggers.
But i am still having trouble with #1.
It would give me a push if i just know how to get the target position of the move command (doesnt matter if by trigger or data).
So when the player issues a move command with the right mouse button, how do i get the cursor position?