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.
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.
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.
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?
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.
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.
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.
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.
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.
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.
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@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.
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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.
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@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.
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@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?
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Somewhere somehow I managed to screw up my income triggers So if someone can point out where or how I failed it would help.
The timer trigger used to be in map initialization I moved it trying to fix it. Here is the update trigger.
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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.
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@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
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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.
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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.
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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.
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@piepgras: Go
Awsome thanks I'll do that asap and see how it works out.
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bump. hoping for some help. I don't really want to make like 500,000 triggers. :(
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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.
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@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.
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@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.