LocationRevealerEventsGame-MapinitializationLocalVariablesTempPoint=NoPoint<Point>ConditionsActionsVisibility-Reveal(Entiremap)forplayer15for32767.0secondsandDoNotcheckclifflevelTechTree-SetProtossRaceupgradelevelto1forplayer15General-Wait1.0GameTimesecondsGeneral-Pickeachintegerfrom1to10,anddo(Actions)ActionsVariable-SetTempPoint=(RandompointinMap)General-While(Conditions)aretrue,do(Actions)Conditions((ProtossDeploytargetingTempPoint)isvalidforDeployment[149.96,250.32]) == false
Actions
General - Wait 0.1 Game Time seconds
Variable - Set TempPoint = (Random point in Map)
Visibility - Reveal (Region(TempPoint, 9.0)) for player (Picked integer) for 2.0 seconds and Do Not check cliff level
This is the trigger that has been causing me so much trouble since the second to last Blizzard patch, although I haven't been working on the problem ever since it broke my map. I'm still not even sure why, but this trigger doesn't work. What it's meant to do is pick a random point on the location I set as the 'map', check to see if that location is valid for the ability that players are going to be using, and choose another if it isn't valid. It gets stuck in the While loop instead of finding a suitable location. It used to find suitable locations in about 2 seconds, and now it doesn't ever. At all. When I tell it to simply reveal the location without checking, half the time they're valid locations, so it isn't that. Is it something with the AI that Blizz changed that prevents them from using the ability properly?
Bump... Does anyone know, or should I try asking elsewhere?
As an update, though, I tried having the computer actually use the ability instead of just the 'order is valid' comparison and then check if the unit was created, and it still did not work, so I suppose it isn't the Order is Valid?
I know some of my custom abilities broke with that patch. If you have an ability without an effect, for example, the ability won't work, which wasn't how it used to be. I solved this problem by using a damage effect that did 0 damage, changing the target to a unit or point as necessary for my custom ability.
Thank you so much for your reply! You'd think the forum is dead, or something, with the painful silence.
As far as the suggestion goes, it has given me something to think about, at least. Now I know that the patch DID do something for sure, or it COULD have, at least. As for the ability, there's a catch.
When a player uses the ability, it functions fine. The unit is built, and everybody is rainbows and ponies. But when, I think, a computer is ordered through triggers to use the ability, the computer thinks that it can't use it. Confusion.
Any ideas? =)
Well, I solved it, and pretty much every theory I had about the problem was wrong, and I still don't know for sure what the problem was caused by. When the game started, the unit using the ability for the computer only would die. It's an invulnerable unit, but it would die.
...Yea.
I fixed it by destroying and recreating the unit, and now everything is awesome. My map is working again! =)
If anyone is interested, it's Perfection of Armistice.
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This is the trigger that has been causing me so much trouble since the second to last Blizzard patch, although I haven't been working on the problem ever since it broke my map. I'm still not even sure why, but this trigger doesn't work. What it's meant to do is pick a random point on the location I set as the 'map', check to see if that location is valid for the ability that players are going to be using, and choose another if it isn't valid. It gets stuck in the While loop instead of finding a suitable location. It used to find suitable locations in about 2 seconds, and now it doesn't ever. At all. When I tell it to simply reveal the location without checking, half the time they're valid locations, so it isn't that. Is it something with the AI that Blizz changed that prevents them from using the ability properly?
Bump... Does anyone know, or should I try asking elsewhere? As an update, though, I tried having the computer actually use the ability instead of just the 'order is valid' comparison and then check if the unit was created, and it still did not work, so I suppose it isn't the Order is Valid?
Last try... bump!
I know some of my custom abilities broke with that patch. If you have an ability without an effect, for example, the ability won't work, which wasn't how it used to be. I solved this problem by using a damage effect that did 0 damage, changing the target to a unit or point as necessary for my custom ability.
Thank you so much for your reply! You'd think the forum is dead, or something, with the painful silence.
As far as the suggestion goes, it has given me something to think about, at least. Now I know that the patch DID do something for sure, or it COULD have, at least. As for the ability, there's a catch. When a player uses the ability, it functions fine. The unit is built, and everybody is rainbows and ponies. But when, I think, a computer is ordered through triggers to use the ability, the computer thinks that it can't use it. Confusion. Any ideas? =)
Well, I solved it, and pretty much every theory I had about the problem was wrong, and I still don't know for sure what the problem was caused by. When the game started, the unit using the ability for the computer only would die. It's an invulnerable unit, but it would die. ...Yea. I fixed it by destroying and recreating the unit, and now everything is awesome. My map is working again! =)
If anyone is interested, it's Perfection of Armistice.