I'm also having an issue where the trigger for the dummy effect seems to be firing more than once per unit death in some cases, and at other times (especially when many units die at one, eg: nuke), its not firing at all =S
Might there be a reason for this? I'm using a damage effect as my dummy effect, but should I be using a different type?
The trigger event I'm using is
Environment - Effect Used(Any Player, Racing Unit)
Some major reworking of triggers to improve performance. Unfortunately, I don't think there is a way to get rid of the starting game lag (creating units is apparently very intense).
I was recently advised that rather than using triggers to look for specific unit deaths, that I apply a behavior, with Fatal -> Handle -> dummy effect, and run a trigger off that effect.
However, I think this is only triggering when the unit takes fatal damage, and I also need the effect to occur when the trigger Kill Unit is applied. Can anyone help?
Solutions include the data editor and dummy events. I mentioned this in your other thread, but if you want to know when a specific unit dies, give it a behaviour that fires a dummy effect off under Damage Responce under Fatal -> Handled, then make a trigger that has the event corresponding to your dummy event. There, instead of a trigger that fires every time a unit dies while you try to find the correct unit, you have a system that will only fire when the unit you want dies. There's always an alternative, be creative.
Does damage response only trigger when the unit takes fatale damage? Because I have a trigger that kills a unit, and that doesn't seem to cause the effect to trigger. If so, is there a way around this?
Also, I'm having difficulty with it at the moment, where in some instances it will trigger twice for some reason, while at other times it won't trigger at all, especially if a lot of the units are dying at once (eg: to a nuke)
I'm still getting my head around the data editor, which is why I've stuck with triggers at the moment. I just flicked through the create effects area, and was wondering if the Event Type mattered for a dummy event? Can it just be anything?
Also, thanks a lot for all the help Eiviyn! Your advice is much appreciated =)
I'm not great with triggers myself, but one solution may be
Add a region at each spawn point, and have "when unit enters region", order it to attack the point you want. Not sure if spawning units in a region counts as entering, but it should
Right now, I seem to be having some lag issues when certain triggers fire, especially for the first time, and also when many fire at once. I'm just wondering the best way to reduce that lag.
For example, say there are two game modes A and B, would it be better to have 2 triggers, one for A, one for B, and when turn one of them off during the game depending on the game mode, or is it better to have one trigger with a if/then/else of "Game mode A == True", and put both in the one trigger?
Also, I'm using a trigger like this to spawn a random unit:
Variable - Set Random Integer = (Random integer between 1 and 59)
General - Switch (Actions) depending on Current Sprint[p]
Cases
General - If (1)
Actions
Unit - Create 1 Unit Bank[Random Integer] for player p at Spawn 1 using default facing (No Options)
Etc, Etc, Etc
Would the size of Unit Bank [*] (The pool of random units, at the moment 59) be affecting it too?
Even though I've got a working trigger I'd still like to know how to do this. I've found "Fatal" with a tick box in Damage Response, but I'm not quite sure how to go from there (I'm not very good with data editor at all)
Yeah I've considered that option, but I was hoping for a more elegant solution than having to have a trigger on loop continuously. The map tends to be a bit laggy as it is, and I don't know what that might do to it.
Also, if a unit stored in a unit bank dies on the map, does it get removed? so that "racing unit [triggering player] == no unit?" Because I think I might have tried that by adding something like that at the end of the trigger, where it checks every player, but it didn't work, which I thought to mean the unit in the group doesnt get cleared.
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@BorgDragon: Go
Thanks, this method worked!
@shardfenix: Go
Since BorgDragon's method worked I didn't try yours, but thanks for the reply anyway!
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I was wondering if there was a way of removing a specific behavior if a unit takes damage while under the effect of that behavior.
Specifically, is there a way to do this without having to use triggers, and use "Unit takes damage"?
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Numbers: They don't lie!
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Haha who needs seasons when you have starcraft. Really.
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The left side of his keyboard was probably broken from all that micro, which made it impossible for him to play
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I'm also having an issue where the trigger for the dummy effect seems to be firing more than once per unit death in some cases, and at other times (especially when many units die at one, eg: nuke), its not firing at all =S
Might there be a reason for this? I'm using a damage effect as my dummy effect, but should I be using a different type?
The trigger event I'm using is
Environment - Effect Used(Any Player, Racing Unit)
Where Racing Unit is the dummy effect
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Some major reworking of triggers to improve performance. Unfortunately, I don't think there is a way to get rid of the starting game lag (creating units is apparently very intense).
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@Kueken531: Go
Lol that would be the backup plan, but is there no more elegant way to do so? Some way I can modify the behaviour or effect?
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I was recently advised that rather than using triggers to look for specific unit deaths, that I apply a behavior, with Fatal -> Handle -> dummy effect, and run a trigger off that effect.
However, I think this is only triggering when the unit takes fatal damage, and I also need the effect to occur when the trigger Kill Unit is applied. Can anyone help?
0
Does damage response only trigger when the unit takes fatale damage? Because I have a trigger that kills a unit, and that doesn't seem to cause the effect to trigger. If so, is there a way around this?
Also, I'm having difficulty with it at the moment, where in some instances it will trigger twice for some reason, while at other times it won't trigger at all, especially if a lot of the units are dying at once (eg: to a nuke)
0
I'm still getting my head around the data editor, which is why I've stuck with triggers at the moment. I just flicked through the create effects area, and was wondering if the Event Type mattered for a dummy event? Can it just be anything?
Also, thanks a lot for all the help Eiviyn! Your advice is much appreciated =)
0
I'm not great with triggers myself, but one solution may be
Add a region at each spawn point, and have "when unit enters region", order it to attack the point you want. Not sure if spawning units in a region counts as entering, but it should
0
Right now, I seem to be having some lag issues when certain triggers fire, especially for the first time, and also when many fire at once. I'm just wondering the best way to reduce that lag.
For example, say there are two game modes A and B, would it be better to have 2 triggers, one for A, one for B, and when turn one of them off during the game depending on the game mode, or is it better to have one trigger with a if/then/else of "Game mode A == True", and put both in the one trigger?
Also, I'm using a trigger like this to spawn a random unit:
Variable - Set Random Integer = (Random integer between 1 and 59) General - Switch (Actions) depending on Current Sprint[p] Cases General - If (1) Actions Unit - Create 1 Unit Bank[Random Integer] for player p at Spawn 1 using default facing (No Options) Etc, Etc, Etc
Would the size of Unit Bank [*] (The pool of random units, at the moment 59) be affecting it too?
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@Zytrug: Go
Thanks, this worked! Hopefully this won't lag it too much if a lot of these triggers fire off at once
@Eiviyn: Go
Even though I've got a working trigger I'd still like to know how to do this. I've found "Fatal" with a tick box in Damage Response, but I'm not quite sure how to go from there (I'm not very good with data editor at all)
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@gamfvr: Go
Yeah I've considered that option, but I was hoping for a more elegant solution than having to have a trigger on loop continuously. The map tends to be a bit laggy as it is, and I don't know what that might do to it.
Also, if a unit stored in a unit bank dies on the map, does it get removed? so that "racing unit [triggering player] == no unit?" Because I think I might have tried that by adding something like that at the end of the trigger, where it checks every player, but it didn't work, which I thought to mean the unit in the group doesnt get cleared.