I'd like to point out that these triggers are, for lack of a better word, retarded.
Firstly, they will trigger insanely frequently during an attack. A marine attacks 70 times per minute. 12 marines; 14 triggers per second.
Secondly, attacking from more than 1 point will cause the defending units to behave... erratically. All it takes is a single banshee at the other side of the AI's base to break this trigger.
I can't suggest an alternative without knowing more about the map, but I definitely wouldn't go with this solution.
From the sounds of it, your map will involve a lot of units using this fuel mechanic, so a word of warning; lots of units with large stacks of behaviours has been observed to cause performance issues.
That's simply false. SotIS uses thousands of behaviours on 10 heroes and doesn't lag at all.
What lags is large stacks of behaviours with attached effects, which will cause lag because the game will treat each behaviour as a unique entity, even if the host unit has thousands of stacks. You can see why this would lag, and this very likely isn't what the OP is doing.
What's happening is that the tank is trying to turn to face the target point, but can't. Common sense dictates that it'd turn using it's turret, but turrets are for weapons only. You're going to have to get creative if you want the turret to turn with the ability.
Dead thread for a while; I always forget to update what I am doing; a lot of abilities have been added. the general "balance" of the game has been established. No abilities are "the best" nor are any combinations. teamwork and counters will go a lot farther than any skills picked will.
If you've achieved this, I swear, I'll eat my hat.
For a hero map, which I assume this is, there's an easy solution.
Make a behaviour. Call it "AFK Aura" or something. Give it a period of 1 sec and disable it with validators if the unit has orders.
Now make a new behaviour called "AFK Timer" or something. Set the duration to 5min and flag it as hidden. Under "remove" use the "unit has orders" validator.
Now make an effect which applies the AFK Timer to source unit, and strap that into the periodic of AFK Aura.
Finally, make a dummy effect called "Player is AFK". Put this into the "final" field of AFK Timer.
Now make a trigger with the event "unit uses effect", with "Player is AFK" as the effect.
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It's not on bnet, so the chances of it being picked by fun/not are 0.
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Is it a competitive melee AI or a cheating AI? If the latter, I have plenty of suggestions.
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Clearly defined roles with carefully crafted skill sets and a modest selection of interchangeable abilities.
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What is this for? Collision detection or wall bouncing?
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I'd like to point out that these triggers are, for lack of a better word, retarded.
Firstly, they will trigger insanely frequently during an attack. A marine attacks 70 times per minute. 12 marines; 14 triggers per second.
Secondly, attacking from more than 1 point will cause the defending units to behave... erratically. All it takes is a single banshee at the other side of the AI's base to break this trigger.
I can't suggest an alternative without knowing more about the map, but I definitely wouldn't go with this solution.
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That's simply false. SotIS uses thousands of behaviours on 10 heroes and doesn't lag at all.
What lags is large stacks of behaviours with attached effects, which will cause lag because the game will treat each behaviour as a unique entity, even if the host unit has thousands of stacks. You can see why this would lag, and this very likely isn't what the OP is doing.
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Set the ability's arc to 360.
What's happening is that the tank is trying to turn to face the target point, but can't. Common sense dictates that it'd turn using it's turret, but turrets are for weapons only. You're going to have to get creative if you want the turret to turn with the ability.
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Behaviour -> on death search (for something unique, like a hero) -> modify player
Slap behaviour on the unit you want to give minerals. Won't split the amount.
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Unit Filter Match condition
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Think he's the only one, and I don't think he's made one in over a year. It's text or bust I'm afraid.
Then there's the stream tutorials. No clue how good they are though.
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Go to your actor;
ConstructionCancelTerranSupplyDepot (Unnamed)
Go to the "textCreate" field and delete everything.
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Done.
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AoS2 is still alive?
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If you've achieved this, I swear, I'll eat my hat.
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Depends on the game.
For a hero map, which I assume this is, there's an easy solution.
Make a behaviour. Call it "AFK Aura" or something. Give it a period of 1 sec and disable it with validators if the unit has orders.
Now make a new behaviour called "AFK Timer" or something. Set the duration to 5min and flag it as hidden. Under "remove" use the "unit has orders" validator.
Now make an effect which applies the AFK Timer to source unit, and strap that into the periodic of AFK Aura.
Finally, make a dummy effect called "Player is AFK". Put this into the "final" field of AFK Timer.
Now make a trigger with the event "unit uses effect", with "Player is AFK" as the effect.
Sorted. No lag. Zero.