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    posted a message on Decreasing Load time?

    @d3operator: Go

    Yeah I was wondering if the doodads we're causing an issue. If it happens again I'm going to just delete them and put in pathing blockers. The terrain isn't really set up well anyhow so it won't effect the map for testing too much.

    Posted in: Miscellaneous Development
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    posted a message on Decreasing Load time?

    What are some of the things you can do to custom maps to reduce the load time? My map seems to take a long time to load like 3 or 4 minutes or sometimes take like 30 seconds.

    Posted in: Miscellaneous Development
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    posted a message on (Trigger) Income not updateing

    @Berrala: Go

    Yeah the integer starts out at 10 and I did add a transmission to play hen it triggered and none of them worked hen I made it a 30 second period thing it worked. That is what I have it set as no for testing purposes.

    Posted in: Triggers
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    posted a message on (Trigger) Income not updateing

    @Berrala: Go

    I did show the timer. For some reason the event in the second trigger the one that adds minerals isn't firing. At all. I even remade the trigger. Is it a blizzard bug where the timer doesn't actually hit 0 and just restarts at the designated time?

    Posted in: Triggers
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    posted a message on (Trigger) Income not updateing

    Somewhere somehow I managed to screw up my income triggers So if someone can point out where or how I failed it would help.

    Protosss Pick P1
        Events
            Dialog - Any Dialog Item is used by Player 1 with event type Checked
        Local Variables
        Conditions
            (Dialog Check Toss is checked for (Triggering player)) == true
        Actions
            Unit - Create 1 Protoss Builder for player 1 at (Center of Player 1 Spawn) using default facing (No Options)
            Unit - Add 1 rounds of ammo to Ghost Academy - Arm Silo with Nuke magazine for (Last created unit)
            Camera - Pan the camera for player 1 to (Center of Player 1 Spawn) over 2.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do use smart panning
            Dialog - Destroy all items for Diablog Box 1
            Dialog - Destroy all dialogs
            Variable - Set Player 1 Race = "Protoss"
            Timer - Start (New timer) as a Repeating timer that will expire in 30.0 Game Time seconds
            Variable - Set Player 1 timer = (Last started timer)
            Variable - Set Player 1 timer integer = 30
    

    The timer trigger used to be in map initialization I moved it trying to fix it. Here is the update trigger.

    Player 1 Income
        Events
            Timer - Player 1 timer expires
        Local Variables
        Conditions
        Actions
            Player - Modify player 1 Minerals: Add Player 1 Income
    
    Posted in: Triggers
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    posted a message on Pathing

    I fixed it. I just had to make the target region like 5 or 6 times larger then it was so it covered the entire top of the base causing the center of the region to be big enough to cover an area for both lanes to auto path properly.

    Posted in: Miscellaneous Development
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    posted a message on Pathing

    @Uplo: Go

    Is there a way to do that without looking for if they built in the top or bottom lane? Right now the trigger is this

    Player 1 attack to
        Events
            Unit - Any Unit Enters (Entire map)
        Local Variables
        Conditions
            (Owner of (Triggering unit)) == 1
            (Unit type of (Triggering unit)) != Protoss Builder
        Actions
            Unit - Order (Triggering unit) to ( Attack targeting (Center of Attack to team 1)) (Replace Existing Orders)
    
    Posted in: Miscellaneous Development
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    posted a message on Pathing

    I'm trying to make a map similar to nexus wars based on a wc3 map. Anyhow When the units train instead of running along the top lane they almost always go to the bottom through auto pathing is there a way to fix this? I even added allowable ground pathing allong the top lane to make sure.

    Posted in: Miscellaneous Development
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    posted a message on The Map Testers List

    Bnet Name: Reaperguyver

    Code: 539

    Region: US

    Comment: I'm currently making my own map but if I'm on I'd enjoy to test other peoples maps and see if I can help. I did some QA for Spider-Man 3 for the ps2 and the Wii so I should be able to help out rather well.

    Posted in: Miscellaneous Development
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    posted a message on (trigger) increase timer if/then

    Switching the order worked thanks very much. Once I get the map working for the most part and done some testing and publishing I plan on coming back and fixing/cleaning up most of the trigger and issues that i know exist now.

    Posted in: Triggers
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    posted a message on (data) priorities units with energy

    @piepgras: Go

    Awsome thanks I'll do that asap and see how it works out.

    Posted in: Data
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    posted a message on (trigger) increase timer if/then

    bump. hoping for some help. I don't really want to make like 500,000 triggers. :(

    Posted in: Triggers
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    posted a message on (data) priorities units with energy

    What I want is for when this unit is created to find an enemy with energy first hunt it down kill it then pick another target. If any with energy exist kill them first otherwise attack whatever it wants.

    Posted in: Data
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    posted a message on Event for unit decay?

    @malkavianVision: Go

    It was just an example trigger for the condition.

    Hallucinated units infested terrans and changlings already have a timed life as well as broodlings.

    What if you had the example trigger I made make one of those units as a corpse based on the way that it died?

    I'm just giving suggestions.

    Posted in: Triggers
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    posted a message on (Trigger) Terrain changing

    @ZeroAme: Go

    What about loading up different maps?

    Sort of like complete the stage then going to the next one and I hate to say this. Using a data bank to move some of the information?

    It's also odd that I can set a variable to a texture type such as Bash'ir dirt light and I can modify it with a trigger. We just need to figure out a way to call the variable in with a trigger.

    Posted in: Triggers
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