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    posted a message on [Snippet] Player Leaves (Fixed)

    @progammer:

    I have a similar action in my map. Over the course of a 2 hour game it executed 7200 times. According to the trigger debugger the entire execution time was under 200ms for that trigger.

    Posted in: Triggers
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    posted a message on How to get a unit within x range with the lowest % health?

    Target sort.

    Posted in: Data
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    posted a message on Maximum number of threads?
    Quote from Eiviyn: Go

    @RileyStarcraft: Go

    So I'm okay to use "Loop forever" triggers?

    No that's the opposite of what I said. Use events, not loops. Frankly how in the living hell do you have 30 different triggers for each item in your game? The hell do they all do? That right there should be a huge signal that there's something deeply wrong with whatever approach you've taken.

    Maybe if you want to post a couple examples of your triggers we could see if there's any fundamental problems or it's just a matter of complexity scaling beyond what the SC2 engine can reasonably handle.

    Posted in: Triggers
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    posted a message on Maximum number of threads?

    If you have 240 separate threads you need to use fewer loops with wait in them and make better use of events. Keep in mind that any time you use wait in a trigger (including using it indirectly) it causes that trigger to fork a new thread.

    Posted in: Triggers
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    posted a message on Player leaves game event

    @Zurom:

    The event is not reliable. I think it only fires when somebody leaves by quitting from the menu and will not fire if somebody gets disconnected or alt+F4's out. The workaround is to store all active players in a player group variable and then in a periodic trigger, check the status of all players in that player group. If it is left the game, remove the player from the player group and then handle the player having left.

    Posted in: Triggers
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    posted a message on Getting map played

    Have you:

    [ ] Gotten your map newsed on sc2mapster.com?
    [ ] Asked various livecasters (like the Custom Live guys) to play your map?
    [ ] Asked people to review it in the Map Review forum?
    [ ] Posted a thread in the Project Workplace
    [ ] Posted a thread on the official battle.net forums.

    If you haven't done all of those things you haven't really tried to publicize your map. And that's just scratching the surface.

    Posted in: General Chat
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    posted a message on Random crashing with custom soundtracks

    I've been trying to diagnose a weird random crash that happens while playing my map and I think I've traced it to using custom soundtracks. I don't mean imported sound assets, just soundtracks made using some of the campaign music. I'm wondering if anybody else has had similar issues? I think it may be a particular sound file that was causing the game to crash when it came up in the random playlist, which is why the crashing seemed so idiosyncratic.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Patch 1.1 is coming [ September 21. ]
    Quote from Molsterr: Go

    @joecab: Go

    ?? where did you see support for 3D vision. And I think that would mean, 3D vision as in with your eyes. Like wow is with the 3d nvida card. Tho I dont see where this was said.

    It was announced a while ago.

    Posted in: General Chat
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    posted a message on Upgrades that effect a single unit?

    An Upgrade, in the data editor, affects all units of a particular type. If you want to only affect individual units, use Behaviors.

    Posted in: Data
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    posted a message on [Release] Facility 17 - A Terran RPG

    Um, I just tried this and the select difficulty dialog box never went away. Kind of made it unplayable.

    Posted in: Project Workplace
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    posted a message on Skill Progression

    @Mozared:

    I think the focus of the site was the crystals actually, the skeleton was probably the remains of a sacrifice.

    So I would suggest making the crystals more prominent.

    Posted in: Terrain
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    posted a message on Offset weapon firing effect (Solved)

    Make a Site Operation (Local Offset) actor.

    Add it to the "Launch Site Operations" field.

    Posted in: Data
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    posted a message on Dynamic Spawning

    @Endureth:

    If you're having trouble with that I think rather than trying to make your own map for now you'd be best served finding and following some of the very basic tutorials available.

    Posted in: Triggers
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    posted a message on Hiding Doodads

    Send actor message "Set Visibility"

    Posted in: Triggers
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    posted a message on Dynamic Spawning

    Do something like this:

    War Pig Spawn
    Every 15 seconds of Game Time
       Pick Each Player in (Active Players)
          If
             Conditions
                 Upgrade Level Of (War Pig Upgrade) for (Picked Player) > 0
             Actions
                 [Put your spawn code here]

    As you can see it's much easier to have a single trigger that iterates through all active players than to make a separate trigger for each player. That would be exceedingly time consuming.

    Posted in: Triggers
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