Yes exactly. The game crashes during gameplay (although I haven't experienced a crash, some of the other players have).
However, I just read through some posts about action definitions, functions and records. Some of them say that multiple global variables could overload the RAM and such (I don't know if that could cause a crash). After reading those posts I realized that my code is messed up and I use too many triggers for the same events (and maybe too many variables aswell), which I have to fix....
But what do you say about the import and the UI? I have imported some sound effects, button icons and two models, AND I have modified the UI a tiny bit. Could those things lead to a crash?
I've recently released a new map to the arcade, and every time I play it with people there are at least 1 or 2 players whose game crashes. I already know that I have a lot of triggers in the map, but they are all used for something (of course).
I ran a debug check, and I honestly don't know what to say about the results (check it out below). Have I got too many triggers?
P.S. On the picture the game has been running for about 5½ minutes.
I tried to test my map with two accounts to see if things went the way I wanted them to. The computers loaded for a pretty damn long time, until the first computer got into the game while the other one still loaded. When it had finished loading it went back to Battle.net with the message "You have left the game!", and the scoreboard came with an error message "Error, Unable to load scoreboard" (or something like that).
The I tested the map once again and both computers went into the game without any problems.
What the hell just happened? The computer is able to run SC2 in general without any problems. Is my map too big or something?
I'm using triggers to scale the damage in a certain way that the data editor just cannot do. The behavior itself does not scale the damage... I don't know how to explain it, but just look at the attached picture below (the trigger fires every time the behavior changes).
Notice that I multiply it by 0.5. Some other Damage effects are multiplied by 0.9 or 0.65 for instance. It's a more dynamic way of balancing damage based on the amount of Attack Damage the unit has (Riot Games does the exact same thing in LoL).
Look at the veterancy behavior. I've put the Attack Damage behavior in the Attribute Changes field, and it works ingame, but not for my item(s). That's why I'm confused.
Before I explain, here's a small list of behaviors that I use:
- Levels (Veterancy)
- Attack Damage (Buff)
- Item Buff (Buff)
I have an items which applies a behavior (Item Buff) when a unit is carrying the item. The Item Buff grants 10 points in Attack Damage. The problem is that the 10 points are not applied to the unit. However, Levels DOES apply and stack the amount of points in Attack Damage.
And yes, I did set the maximum stack count to 1000 in Attack Damage, AND the Equip check mark is checked in the item container.
Am I even allowed to stack a Buff with a Buff? Should I approach this kind of stacking in another way?
P.S. I don't want to use an attribute for stacking, as it would cause some problems in the trigger editor.
I basically have a turret and a unit with a teleport ability (just to make things simple). The turret fires a missile against the unit and deals damage as it hits. However, if the unit teleports while the missile is already fired against it, the missile won't deal any damage to the unit once it hits. How do I change this? I tried to look at the flags for both the teleport and missile effect, but could not find anything?
I can give you an idea of what I did, because I also made an airstrike-like ability myself. I took the effects/weapon from the Hyperion battlecruiser from the liberty campaign and attached it to a viking. The viking was send across the desired path from the caster (this was done through triggers to determine the facing angle of the caster). After it had flown a small distance I made it fade out while changing its altitude.
Most of these things were done through the trigger editor, except for the missiles launched from the viking. It's a very primitive way of doing it yet easy, as the effects are premade for you.
There is a flag called Missile in the unit's Flags+ field. Unchecking that should do the trick. You could also just exclude missiles in your trigger, but this depends on what you are going to make, so that might be a stupid solution.
It is possible. Go to the unit's actor. There is a field called Custom Unit Status Frame. Deleting that will remove the custom status bar, but it will not "apply" the default one. To apply the default status bar find a field called Unit Flags+ and uncheck Supress Default Status Bar. Now your unit will have the default status bar applied to it, but you might need to play around with the offsets.
P.S. (Danish): Skriver lige alt det her på engelsk, siden andre folk måske også sidder med samme tanker som dig ;)
Ok, so now with the in-game editor out of the way, how do I change the UI? I've had trouble with importing .SC2Layout files, because those I downloaded and modified won't apply to the UI. I've tried to import them and add them in the Custom Layout Files+ in the deafult game UI in the data module, yet no changes were made.
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@Charysmatic: Go
Yes exactly. The game crashes during gameplay (although I haven't experienced a crash, some of the other players have).
However, I just read through some posts about action definitions, functions and records. Some of them say that multiple global variables could overload the RAM and such (I don't know if that could cause a crash). After reading those posts I realized that my code is messed up and I use too many triggers for the same events (and maybe too many variables aswell), which I have to fix....
But what do you say about the import and the UI? I have imported some sound effects, button icons and two models, AND I have modified the UI a tiny bit. Could those things lead to a crash?
0
@tatatatate: Go
Thanks for your reply. Do you mean the actual script or the triggers I've set up? Btw, I always use arrays for my variables.
What do you mean by that exactly?
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I've recently released a new map to the arcade, and every time I play it with people there are at least 1 or 2 players whose game crashes. I already know that I have a lot of triggers in the map, but they are all used for something (of course).
I ran a debug check, and I honestly don't know what to say about the results (check it out below). Have I got too many triggers?
P.S. On the picture the game has been running for about 5½ minutes.
0
@Necromoni: Go
But it happens every time when it's the first map I play after launching SC2?
0
I tried to test my map with two accounts to see if things went the way I wanted them to. The computers loaded for a pretty damn long time, until the first computer got into the game while the other one still loaded. When it had finished loading it went back to Battle.net with the message "You have left the game!", and the scoreboard came with an error message "Error, Unable to load scoreboard" (or something like that).
The I tested the map once again and both computers went into the game without any problems.
What the hell just happened? The computer is able to run SC2 in general without any problems. Is my map too big or something?
0
Nevermind, I made everything in triggers instead. Thx for replying though :P
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@FunkyUserName: Go
I'm using triggers to scale the damage in a certain way that the data editor just cannot do. The behavior itself does not scale the damage... I don't know how to explain it, but just look at the attached picture below (the trigger fires every time the behavior changes).
Notice that I multiply it by 0.5. Some other Damage effects are multiplied by 0.9 or 0.65 for instance. It's a more dynamic way of balancing damage based on the amount of Attack Damage the unit has (Riot Games does the exact same thing in LoL).
@GlornII: Go
Look at the veterancy behavior. I've put the Attack Damage behavior in the Attribute Changes field, and it works ingame, but not for my item(s). That's why I'm confused.
0
Before I explain, here's a small list of behaviors that I use:
- Levels (Veterancy)
- Attack Damage (Buff)
- Item Buff (Buff)
I have an items which applies a behavior (Item Buff) when a unit is carrying the item. The Item Buff grants 10 points in Attack Damage. The problem is that the 10 points are not applied to the unit. However, Levels DOES apply and stack the amount of points in Attack Damage.
And yes, I did set the maximum stack count to 1000 in Attack Damage, AND the Equip check mark is checked in the item container.
Am I even allowed to stack a Buff with a Buff? Should I approach this kind of stacking in another way?
P.S. I don't want to use an attribute for stacking, as it would cause some problems in the trigger editor.
0
@DrSuperEvil: Go No. The damage effect does not search in an area when it hits, and the Kind field isn't set to splash either.
@hobbidude: Go Guidance.
0
I basically have a turret and a unit with a teleport ability (just to make things simple). The turret fires a missile against the unit and deals damage as it hits. However, if the unit teleports while the missile is already fired against it, the missile won't deal any damage to the unit once it hits. How do I change this? I tried to look at the flags for both the teleport and missile effect, but could not find anything?
0
I can give you an idea of what I did, because I also made an airstrike-like ability myself. I took the effects/weapon from the Hyperion battlecruiser from the liberty campaign and attached it to a viking. The viking was send across the desired path from the caster (this was done through triggers to determine the facing angle of the caster). After it had flown a small distance I made it fade out while changing its altitude.
Most of these things were done through the trigger editor, except for the missiles launched from the viking. It's a very primitive way of doing it yet easy, as the effects are premade for you.
0
@KorvinGump: Go
There is a flag called Missile in the unit's Flags+ field. Unchecking that should do the trick. You could also just exclude missiles in your trigger, but this depends on what you are going to make, so that might be a stupid solution.
0
@DudkiSC2: Go
It is possible. Go to the unit's actor. There is a field called Custom Unit Status Frame. Deleting that will remove the custom status bar, but it will not "apply" the default one. To apply the default status bar find a field called Unit Flags+ and uncheck Supress Default Status Bar. Now your unit will have the default status bar applied to it, but you might need to play around with the offsets.
P.S. (Danish): Skriver lige alt det her på engelsk, siden andre folk måske også sidder med samme tanker som dig ;)
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@DrSuperEvil: Go
Yes.
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@Ahli634: Go
Ok, so now with the in-game editor out of the way, how do I change the UI? I've had trouble with importing .SC2Layout files, because those I downloaded and modified won't apply to the UI. I've tried to import them and add them in the Custom Layout Files+ in the deafult game UI in the data module, yet no changes were made.
EDIT: Nevermind, figured it out. :P