I tend to work on multiple maps concurrently to spread out the mental load and avoid getting hung up on a particular problem. It seems that this time, I'm stumped on ALL fronts at once.
I'm trying a new form of terrain generation. X Observers all spawn and start flying off, with triggers redirecting them according to the spawn algorithm I have set up. Every time they enter an unmodified area, they should be placing an invulnerable invisible pylon. Pylons have terrain deformation attached. My problem is actually IMPLEMENTING the terrain deformation part, as well as applying validators for placement of the pylon. Anyone want to give me a primer? My current deformation trigger is included in this post.
Third Problem
I need a method of terrain deformation equivalent to click-dragging "same height" and "same cliff height" across the area where an enemy walks, with the validator that it only works on HIGHER terrain, and is placed slightly in front of the unit as it moves (Bulldozerlisk!).
Fourth Problem
My maps use massive amounts of stationary units (destructible objects that give bounties). What steps should I take to reduce lag caused by them? (currently about 2,000 trees on the map, with another 2,000 or so randomly generated during map startup). I've already resized the trees as much as I could to reduce the count, but I suspect it will still strain some computers.
You can make separate posts for each issue. and you should bump the thread.
2-3. There is a marauder tutorial out there that shoots terrain deforming missiles. i forget how its done but you can look at that. however there are limitations when generating terrain deformations. you cant make cliffs dynamical, its just not possible. terrain height is doable tho.
4. Polygons, simpler objects. however i was working on a map were i place flat 1 polygon plates (the simplest object possible) when i get up there in count i lag terribly
2-3. There is a marauder tutorial out there that shoots terrain deforming missiles. i forget how its done but you can look at that. however there are limitations when generating terrain deformations. you cant make cliffs dynamical, its just not possible. terrain height is doable tho.
I'm going to use the pathing box of the pylon to prevent walking up the deformed areas. I suppose since the map uses nothing but terrain deformation for mapgen, I shouldn't need for the Bulldozerlisk to deal with cliffs.
4. Polygons, simpler objects. however i was working on a map were i place flat 1 polygon plates (the simplest object possible) when i get up there in count i lag terribly
I'm using the destructible tree units. Would it help significantly if I found a way to disable the animations on them?
I tend to work on multiple maps concurrently to spread out the mental load and avoid getting hung up on a particular problem. It seems that this time, I'm stumped on ALL fronts at once.
First Problem
http://www.sc2mapster.com/forums/development/triggers/54558-persistent-pathing-problem/#p18
Second Problem
I'm trying a new form of terrain generation. X Observers all spawn and start flying off, with triggers redirecting them according to the spawn algorithm I have set up. Every time they enter an unmodified area, they should be placing an invulnerable invisible pylon. Pylons have terrain deformation attached. My problem is actually IMPLEMENTING the terrain deformation part, as well as applying validators for placement of the pylon. Anyone want to give me a primer? My current deformation trigger is included in this post.
Third Problem
I need a method of terrain deformation equivalent to click-dragging "same height" and "same cliff height" across the area where an enemy walks, with the validator that it only works on HIGHER terrain, and is placed slightly in front of the unit as it moves (Bulldozerlisk!).
Fourth Problem
My maps use massive amounts of stationary units (destructible objects that give bounties). What steps should I take to reduce lag caused by them? (currently about 2,000 trees on the map, with another 2,000 or so randomly generated during map startup). I've already resized the trees as much as I could to reduce the count, but I suspect it will still strain some computers.
You can make separate posts for each issue. and you should bump the thread.
2-3. There is a marauder tutorial out there that shoots terrain deforming missiles. i forget how its done but you can look at that. however there are limitations when generating terrain deformations. you cant make cliffs dynamical, its just not possible. terrain height is doable tho.
4. Polygons, simpler objects. however i was working on a map were i place flat 1 polygon plates (the simplest object possible) when i get up there in count i lag terribly
@SoulTaker916: Go
I get told to consolidate my threads when I do that. Every forum seems to have a different idea of how to do it. I bumped the other one though.
I'm going to use the pathing box of the pylon to prevent walking up the deformed areas. I suppose since the map uses nothing but terrain deformation for mapgen, I shouldn't need for the Bulldozerlisk to deal with cliffs.
I'm using the destructible tree units. Would it help significantly if I found a way to disable the animations on them?
well when they die, they will need rendering and thus cause lag on death. so if there is alot of dying it might help.
@SoulTaker916: Go
Nah, they are a resource, you kill them for lumber. They have idle animations though like most plant life (swaying in the wind and whatnot)
EDIT: Added the map with my deformation trigger, for anyone who wants to pick at it and tell me what I did wrong.