Probably not, but I was not assuming anything, and providing a generic answer that would be the most flexible. 99999 sounds like a lot. right up until we let 100 workers mine a single patch, or return more the standard values of resources.
I am most certainly not aiming for that, but the Crap Patrol 2 development has taught me that people are willing to put up hours and hours with your map, if they think they can beat it. There are 4h+ runs in our online leaderboards: http://cp2.shortbit.de/Stats/Inferno
Add a behavior to the unit that runs a modify unit effect periodically that increases the resources on the unit. See the Resource field on Modify Unit effect.
Thanks, I'll try that. Seems like the cleanest solution.
I found the trigger EDHRIANO mentioned yesterday. It works OK with that and doesn't seem to have a major performance impact.
Another alternative is making the mineral and vespene fields have such a massive starting resource that they'll unlikely run out. Or you could adjust the cost of everything that requires minerals and gas to be less.
I hope this helps.
I already did that but it doesn't feel great :) I agree that the map should be designed in a waythat it ends anyways before these scenarios become a reality.
Side note: there seems to be some hardcoded limits. Even if you buff the amounts and capacity to their maximum integer values, it won't go above 32k.
I am currently trying to implement a spell which works similar to Arcane Enchanted mobs in Diablo 3/Heroes of the Storm.
In case you don't know what I am talking about, check out the rotating pink beams in this gif:
Basically I want to create an effect which creates a stationary rotating line of death. Everything hit by the beam should take damage every second or something and targets can be hit multiple times.
However, I quickly ran into some problems. How do I make a position rotate around a point in the data editor? Are there similar spells somewhere to be found?
Go to the Events section of the actor which you want to modify. Here, you can set up a 'Set Tint Color', 'Set Scale', 'Set Opacity', or even 'Create' / 'Destroy' action based on a 'Effect.(effectWhichAddsBehavior).Start' event (Alternatively, use anything which will happen every time the behavior stacks). After the event is set up, add a Term, which is like a Condition for the event, and set it to 'ValidateUnit'. Here, attach it to a 'Unit Compare Behavior Count' Validator where you can set the behavior to be checked and the number of stacks required for a change to occur.
If you want there to be multiple stages, ex. Scale increase at [5] stacks, Tint at [7], you can do this by creating multiple 'Unit Compare Behavior Count' validators, each with a different Stack requirement.
Thanks, to both of you. I finally managed to do it with lots of events and validators. If anybody is interested in the results. Write me somewhere.
I have multiple abilities which set targets aflame. I have a behaviour which lasts 3 seconds and stacks 10 times. There is also an actor which shows a burning flame on the target with behaviour on/off actor.
How can I switch/tint the actor for full (10) stacks? I looked into the actor terms but I couldn't find anything relating to behaviours.
You'll see that even though the drop pod offsets are strictly defined, if there are already units in that location, the drop pod lands in nearest available place and doesn't push existing units
This is some hard coded shit in Create Unit effect so probably trying to simulate it with triggers is a bad idea.....
I am only dropping Drop Pods on pathable and accessible terrain with no units on it. How is that different from the internal hardcoded Blizzard shit?
I also think that I phrased that poorly. I create the drop-pods myself with a custom action+trigger combo (I don't actually use the campaign built-in functions because they suck and have really poor performance). The only thing which gets moved or blocked is the units which unload.
Can the creation/instantmove of units push you over? If so, how do you prevent that? Shouldn't be the newly created/instamoved units be the ones that are glitching?
I am using a lot of Zerg and Terran campaign drop pods in one of my maps. My players have managed to abuse those to push their hero units up onto cliffs and into the void terrain. This is a problem since they can't be attacked there and walk freely until they re-enter the walkable terrain. Is there any fix for that beside creating dead-zone regions with triggers? How exactly does this push priority even work? I have fiddeled around with push priorities in the past, but they didn't seem to make a difference if the units have orders. Is it possible to remove the pathing and/or pushing from these drop pods? This is all a bit stupid, as word spreads fast in that community.
I started the editor blank, went to manage published files, selected another Region before hitting login, then loading the map. Don't know if this is NA servers related or just coincidence, but it worked for me.
Check my Crap Patrol 2 map (CP2 Official on NA, Crap Patrol 2 on all other servers) and look for the trigger folder called "Nexus Exiles" (under special abilities). It is a triggered passive hero ability which summons reinforcements for you. Periodically, a warp prism will fly in from the edge of the map. After reaching its destination, it will morph into pylon mode and warp in some protoss units. It then goes back to its mobile form and leaves the map.
0
Hi,
I have a small project in which everything you do is controlled by abilities (which are all upgrades) on your main building.
For testing purposes I've written a small AI which just executes random abilities on its main building.
As the map develops, the number of upgrades has become very large. I am looking for a simple solution to having a default dumb testing AI.
Is it somehow possible to make a list/array of all the available active buttons (or abilities) of the main building?
0
I am most certainly not aiming for that, but the Crap Patrol 2 development has taught me that people are willing to put up hours and hours with your map, if they think they can beat it. There are 4h+ runs in our online leaderboards: http://cp2.shortbit.de/Stats/Inferno
Thanks, I'll try that. Seems like the cleanest solution.
I found the trigger EDHRIANO mentioned yesterday. It works OK with that and doesn't seem to have a major performance impact.
0
I already did that but it doesn't feel great :) I agree that the map should be designed in a waythat it ends anyways before these scenarios become a reality.
Side note: there seems to be some hardcoded limits. Even if you buff the amounts and capacity to their maximum integer values, it won't go above 32k.
0
Hi,
I am working on a small map in which a player can build high numbers of workers, but not expand.
How can I make the mineral fields and refinieries never run out of resources?
0
Hello everyone,
I am currently trying to implement a spell which works similar to Arcane Enchanted mobs in Diablo 3/Heroes of the Storm. In case you don't know what I am talking about, check out the rotating pink beams in this gif:
Basically I want to create an effect which creates a stationary rotating line of death. Everything hit by the beam should take damage every second or something and targets can be hit multiple times.
However, I quickly ran into some problems. How do I make a position rotate around a point in the data editor? Are there similar spells somewhere to be found?
0
Thanks, to both of you. I finally managed to do it with lots of events and validators. If anybody is interested in the results. Write me somewhere.
0
Hi,
I have multiple abilities which set targets aflame. I have a behaviour which lasts 3 seconds and stacks 10 times. There is also an actor which shows a burning flame on the target with behaviour on/off actor.
How can I switch/tint the actor for full (10) stacks? I looked into the actor terms but I couldn't find anything relating to behaviours.
0
I am only dropping Drop Pods on pathable and accessible terrain with no units on it. How is that different from the internal hardcoded Blizzard shit?
0
There are no such behaviours in my map :/
I also think that I phrased that poorly. I create the drop-pods myself with a custom action+trigger combo (I don't actually use the campaign built-in functions because they suck and have really poor performance). The only thing which gets moved or blocked is the units which unload.
Can the creation/instantmove of units push you over? If so, how do you prevent that? Shouldn't be the newly created/instamoved units be the ones that are glitching?
0
Hi,
I am using a lot of Zerg and Terran campaign drop pods in one of my maps. My players have managed to abuse those to push their hero units up onto cliffs and into the void terrain. This is a problem since they can't be attacked there and walk freely until they re-enter the walkable terrain. Is there any fix for that beside creating dead-zone regions with triggers? How exactly does this push priority even work? I have fiddeled around with push priorities in the past, but they didn't seem to make a difference if the units have orders. Is it possible to remove the pathing and/or pushing from these drop pods? This is all a bit stupid, as word spreads fast in that community.
0
Solved:
I started the editor blank, went to manage published files, selected another Region before hitting login, then loading the map. Don't know if this is NA servers related or just coincidence, but it worked for me.
0
So next time this happens I should check the NA maintenance schedule? Or is this a special maintenance for all servers?
0
Hi everyone,
is someone else having the problem of not being able to login in the editor? Would really like to work on my map and I can't even open it. I'm on EU.
0
Check my Crap Patrol 2 map (CP2 Official on NA, Crap Patrol 2 on all other servers) and look for the trigger folder called "Nexus Exiles" (under special abilities). It is a triggered passive hero ability which summons reinforcements for you. Periodically, a warp prism will fly in from the edge of the map. After reaching its destination, it will morph into pylon mode and warp in some protoss units. It then goes back to its mobile form and leaves the map.
0
Hi,
I am dropping Spine Crawlers on my players which are flagged as "under construction". How can I change the time the construction needs? Thanks.