I admittedly never thought this post would see the light of day. Regardless, I didn't realize that it kept the same target and old unit. That's interesting. It certainly opens up new possibilities, but crushes my dreams of a super duper easy way of keeping the duration of a behavior that is transferred between units. Incidentally, I ended up using remove and reapply for my specific problem.
I'm not exactly clear on what you did, but it sounds like you accomplished what I'm looking for. Does your game auto-start? Because I have no computer players visible in the lobby, but the game says it holds 12 when it holds 10 humans and doesn't auto-start. I only need the computers to conceal unit ownership; players do the actual controlling.
@wOlfLisK: Go
I'm pretty sure the solution to the problem, at this point, is just to figure out some way to hide computer players from the player count of the map, so that it can actually realize the game is full.
Lobby Delay represents the time that the lobby counts down after someone hits the start button. After further investigation, it seems this is a problem every map with computer players has. The game has to fill up with a number of humans equal to the number of players the game can hold in order to auto-start; Nexus Wars has no computer players so it does not encounter this problem. Not really sure how to work around this.
Edit: @Wolflisk - A name would be nice, I don't see any fields for it.
I'm not sure if there's a setting I'm missing, it's a Blizzard bug, or I'm just doing something wrong, but my game's lobbies won't auto-start when they fill up. I have no idea why, and it's caused several incidents already with AFK hosts tanking popularity. If anyone knows why this could be happening, I would really appreciate the help.
That would be my map :P. I really need to upload it to SC2Mapster >.>. However, it's certainly not discontinued and yeah, it was me remaking Parasite. (Published under Mindful, my usual name. Have a Y in my name on here because someone took Mindful)
I'd certainly be happy to have someone to split the workload with though :D. If you'd like, you can PM me about it.
This is immensely helpful, and I think it's something the community really needed. Thank you!
One question, though. Are you aware of any reason (or a setting) that would cause a game NOT to auto-start when its lobby is full? Mine won't, and it's caused several incidents involving afk hosts in lobbies.
I don't know exactly how your Zone Control feature is intended to work, but you should look at the Xel'Naga watchtower's Interact ability. It can be used to share control of a unit with the owners of nearby units, or it can be set so that it will only share control if there is only one eligible player. In short, if you wanted to detect whether a player was uncontested in an area, this would be an easy way to do it. If you want a more complicated system though, you're probably going to have to use triggers.
Not looking at the editor right now so I can't guarantee this would work, but if you get really desperate you could just give the command center two different train abilities, which I'm pretty sure would separate the charges.
I'll break it down. Basically, I have an ability intended to make a beam which stays centered on the casting unit sweep around it in a circular pattern (if the data editor took polar coordinates, the same effect could be achieved by adjusting the beam's impact site polar coordinate by 30 degrees each second) . The ability creates a persistent which fires a search effect periodically, at 12 different coordinates which form a circle (or something resembling a circle). The beam is attached to the unit, and to a moving site. The site type is (Mover), and is intended to travel to each of these 12 points, forming a circle. The colossus attack does this with a line, and I've even gotten the colossus' attack to draw a circle on the ground. For some reason though, my Site (Mover) refuses to go where I want it to.
First off, I'm looking for the input of someone who has a lot of experience with Site (Mover)s. I'm making an ability that has a graphic somewhat similar to the Colossus' attack (A beam centered on the casting unit just spins 360 degrees around him), and I have everything working perfectly, except that the Site won't move to new locations. I've checked to make sure the dummy search effect I have is firing by attaching a different graphic to it, and it works fine. The beam also attaches to the site just fine, the damn site just won't move. The beam just stays directly in front of the unit, no moving whatsoever. I'm using exactly the same events/terms/actions the colossus sites do: Effect.<my dummy effect>.Impact, At Effect, MoverSetDestination2D.
On an entirely different note, regardless of what the game speed is locked into on my default game variant, it starts at Faster. I'm wondering if there is a way to fix this, or if the only way to get it work properly is just to select a different one, and then go back to the original (which sets it to the speed I want).
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@Mesden: Go
Pick each unit in unit group <units in Playable Map Area owned by player 2> and remove picked unit.
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I admittedly never thought this post would see the light of day. Regardless, I didn't realize that it kept the same target and old unit. That's interesting. It certainly opens up new possibilities, but crushes my dreams of a super duper easy way of keeping the duration of a behavior that is transferred between units. Incidentally, I ended up using remove and reapply for my specific problem.
0
@SquarelyCircle: Go
I'm not exactly clear on what you did, but it sounds like you accomplished what I'm looking for. Does your game auto-start? Because I have no computer players visible in the lobby, but the game says it holds 12 when it holds 10 humans and doesn't auto-start. I only need the computers to conceal unit ownership; players do the actual controlling.
0
@wOlfLisK: Go I'm pretty sure the solution to the problem, at this point, is just to figure out some way to hide computer players from the player count of the map, so that it can actually realize the game is full.
0
@Molsterr: Go
Lobby Delay represents the time that the lobby counts down after someone hits the start button. After further investigation, it seems this is a problem every map with computer players has. The game has to fill up with a number of humans equal to the number of players the game can hold in order to auto-start; Nexus Wars has no computer players so it does not encounter this problem. Not really sure how to work around this.
Edit: @Wolflisk - A name would be nice, I don't see any fields for it.
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@Molsterr: Go
Nexus Wars auto-starts (or at least it did last time I checked), and my friends report several other custom games auto-starting.
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I'm not sure if there's a setting I'm missing, it's a Blizzard bug, or I'm just doing something wrong, but my game's lobbies won't auto-start when they fill up. I have no idea why, and it's caused several incidents already with AFK hosts tanking popularity. If anyone knows why this could be happening, I would really appreciate the help.
0
@ubdead: Go
I seem to be the only one who has it, and I don't want it :(.
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@JamesRaynor: Go
That would be my map :P. I really need to upload it to SC2Mapster >.>. However, it's certainly not discontinued and yeah, it was me remaking Parasite. (Published under Mindful, my usual name. Have a Y in my name on here because someone took Mindful)
I'd certainly be happy to have someone to split the workload with though :D. If you'd like, you can PM me about it.
Edit: Here's a link to the forum I'm using for it on the SC2 wesite: http://us.battle.net/sc2/en/forum/topic/109981084
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This is immensely helpful, and I think it's something the community really needed. Thank you!
One question, though. Are you aware of any reason (or a setting) that would cause a game NOT to auto-start when its lobby is full? Mine won't, and it's caused several incidents involving afk hosts in lobbies.
0
I don't know exactly how your Zone Control feature is intended to work, but you should look at the Xel'Naga watchtower's Interact ability. It can be used to share control of a unit with the owners of nearby units, or it can be set so that it will only share control if there is only one eligible player. In short, if you wanted to detect whether a player was uncontested in an area, this would be an easy way to do it. If you want a more complicated system though, you're probably going to have to use triggers.
0
Not looking at the editor right now so I can't guarantee this would work, but if you get really desperate you could just give the command center two different train abilities, which I'm pretty sure would separate the charges.
0
Bumpity bump. I'm REALLY stuck on this.
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@oldschool01: Go
I'll break it down. Basically, I have an ability intended to make a beam which stays centered on the casting unit sweep around it in a circular pattern (if the data editor took polar coordinates, the same effect could be achieved by adjusting the beam's impact site polar coordinate by 30 degrees each second) . The ability creates a persistent which fires a search effect periodically, at 12 different coordinates which form a circle (or something resembling a circle). The beam is attached to the unit, and to a moving site. The site type is (Mover), and is intended to travel to each of these 12 points, forming a circle. The colossus attack does this with a line, and I've even gotten the colossus' attack to draw a circle on the ground. For some reason though, my Site (Mover) refuses to go where I want it to.
0
First off, I'm looking for the input of someone who has a lot of experience with Site (Mover)s. I'm making an ability that has a graphic somewhat similar to the Colossus' attack (A beam centered on the casting unit just spins 360 degrees around him), and I have everything working perfectly, except that the Site won't move to new locations. I've checked to make sure the dummy search effect I have is firing by attaching a different graphic to it, and it works fine. The beam also attaches to the site just fine, the damn site just won't move. The beam just stays directly in front of the unit, no moving whatsoever. I'm using exactly the same events/terms/actions the colossus sites do: Effect.<my dummy effect>.Impact, At Effect, MoverSetDestination2D.
On an entirely different note, regardless of what the game speed is locked into on my default game variant, it starts at Faster. I'm wondering if there is a way to fix this, or if the only way to get it work properly is just to select a different one, and then go back to the original (which sets it to the speed I want).