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    posted a message on Persistent Pathing Problem

    @nytemare3701: Go

    2 days later...*bump*

    Posted in: Triggers
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    posted a message on Enabling Terrazine Usage

    @Demonicus2009: Go

    Terrazine is currently working for me.

     Player - Modify player (Picked player) Terrazine: Add GemstoneIncome[(Picked player)]
    

    snippet taken from one of my maps. As you can see, I use the modify player action as well as modifying it by a variable. Those may be the key to working around the bug you are having.

    Posted in: Data
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    posted a message on Persistent Pathing Problem

    Relevant Trigger:

    Unit - Order all units in Enemy Wave[(Picked player)] to ( Attack targeting (Position of Leader Array[(Picked player)])) (Replace Existing Orders)
    

    Problem: Units run to the nearest cliff edge to the targeted position, ignoring ramps.

    Qualifying Conditions:

    Position is on high ground

    • Buildings OUT OF SIGHT (this means up a ramp or behind bushes) are blocking the correct path.

    Troubleshooting attempted:

    • Gave units 32 Vision. No change.

    • Gave AI full map vision. No change.

           Visibility - Reveal (Entire map) for player 15 for 0.0 seconds and Do check cliff level 
    


    ^Both DO and DO NOT were attempted for cliff level checks, but as the picture below shows, the cliff is not the issue.

    • Created a blank region as a proxy target instead of generating a position based on another unit. No change.

    • Attempted to use Global Suicide AI instead: This exhibited the same problem, which proves that the targeting trigger isn't the problem.

    • Loaded bunkers placed at the top of the ramp instead of supply depots. Enemy units ignore the bunkers until attacked, at which point they climb the ramp as expected, kill the bunkers, then finish pathing as expected.

    • Supply Depots lowered to allow proper pathing. Pathing does not correct until my unstuck trigger rechecks the pathing.

    Unstuck
        Events
            Timer - Every 10.0 seconds of Game Time
        Local Variables
        Conditions
        Actions
            Player Group - Pick each player in (Players on team 1) and do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Number of Living units in Enemy Wave[(Picked player)]) > 0
                        Then
                            Unit - Order all units in Enemy Wave[(Picked player)] to ( Attack targeting (Position of Leader Array[(Picked player)])) (Replace Existing Orders)
                        Else
    

    https://dl.dropboxusercontent.com/u/1163241/Screenshot2013-06-26 15_13_47.jpg

    Brown area is marked as unpathable, while the area under the supply depot is default pathing, with the depot blocking. As you can see, as long as they don't see the depot, they can't attack it to get in. They won't even retaliate when attacked, as long as the attacking unit isn't inside the blocking building (a bunker for example).

    Posted in: Triggers
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    posted a message on Attack order is ignoring intervening units

    @Deadzergling: Go

    At least now I know that it's not a common mistake, and that I can learn something interesting about the editor in the process of fixing it.

    As for my triggers: I plan to consolidate all my triggers later based on event. Right now they are organized by the mechanics of the game, which is easier for design.

    Thank you very much for your help!

    Posted in: Triggers
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    posted a message on Attack order is ignoring intervening units

    @Deadzergling: Go

    Sent it. While you are looking, would you mind sending back any bad practices I might be using?

    Posted in: Triggers
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    posted a message on Attack order is ignoring intervening units

    @Deadzergling: Go

    The buildings belong to the Player, whom the waves are hostile towards.

    Supply Depot Wall: Ignored

    Bunker Wall with units: Ignored

    Custom Supply Depot/Bunker (supply depot that can hold units like a bunker, including when lowered): Ignored unless the depot was lowered.

    Posted in: Triggers
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    posted a message on Attack order is ignoring intervening units

    @Deadzergling: Go

    The Position of Leader array is just the position of the "King" unit for each player. Each player has a wave dedicated to them, which attacks their King. that part works fine. What's going wrong is that they are treating buildings as impassible terrain unless something alerts them to the existence of the building.

    To be more clear about the placement: If a wall of marines is placed at the top of the ramp, the wave kills the marines and moves on to kill the King. If a wall of supply depots is placed at the top of the ramp, the wave treats the supply depots as cliff walls and paths around the cliff, looking for a way in.

    I gave permanent vision of the entire map to the AI as well, so the ramp shouldn't be a problem at all. In any case, the enemy can find the path up to the marines, so it's probably not a sight issue.

    What do you mean by "Attack a little at a time"? This is an unstuck trigger, running every 5 seconds, as well as the default command from the wave, running every 10 seconds.

    Posted in: Triggers
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    posted a message on Attack order is ignoring intervening units

    Bumping since this has fallen off the front page and has 0 responses.

    Posted in: Triggers
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    posted a message on Attack order is ignoring intervening units

    @nytemare3701: Go

    Bumping with new info:

    I tested it a few times with units as blockers vs buildings. It seems that having buildings alone triggers this pathing problem, but if units are near the buildings, the enemy units suddenly "notice" that they can attack things.

    Posted in: Triggers
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    posted a message on Attack order is ignoring intervening units

    @nytemare3701: Go

    Coming back to this after a long time...This is still not working for me.

    Unit - Order all units in Enemy Wave[(Picked player)] to ( Attack targeting (Position of Leader Array[(Picked player)])) (After Existing Orders)

    ^This is the trigger targeting the position of a unit (not the unit) with the order "Attack". If the path is blocked by units, enemies don't path to where they should, they just wander to the cliff closest to the location instead of attacking the blocking units.

    Out of curiosity, I gave the AI vision of the map. Still no luck.

    Posted in: Triggers
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    posted a message on (Solved) Looks like I screwed something up.

    The Supply Depot's actor was modified. Apparently the Events+ got changed when I changed the Unit Token to "none". I reset the actor and now all is well.

    Posted in: Data
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    posted a message on (Solved) Several Small Issues

    @RockJohnAxe: Go

    When you solve things, would you mind posting your solution so others can use them if they find this thread?

    Posted in: Data
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    posted a message on (Solved) Looks like I screwed something up.

    Every unit in the game looks like it is wearing a supply depot as a skirt. The unit is still there, but it is carrying around a supply depot. Could someone point me towards what part of the data (actor/model/etc) I should be looking at?

    EDIT: More info, I was trying to make the supply depot look like a bunker when it was up, but now I've lost track of what I was doing.

    EDIT2: The REAL supply depot is missing its wireframe and actor.

    [4/23/2013 5:13:25 AM] Warning: USER: [ 770 12] Scope[SupplyDepot, UnitEditor] More than one CActorUnit persisting in the same unit scope: [ 77d 9] CActorUnit[DestructibleSignsIcons] [ 5c2 a] CActorUnit[SupplyDepot]

    ^Reloading the editor gave me a few thousand of these. One for every unit on the map.

    Posted in: Data
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    posted a message on Hopefully easier type of randomized terrain.

    @willuwontu: Go

    Wow...That's really simple.

    Forest Generator
        Events
            Timer - Every 0.2 seconds of Game Time
        Local Variables
            maxTreeSpawn = 10 <Integer>
            rnd_point = (Random point in LostForest) <Point[1]>
            i = 0 <Integer>
        Conditions
        Actions
            General - While (Conditions) are true, do (Actions)
                Conditions
                    i <= maxTreeSpawn
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Random integer between 1 and 100) == 100
                        Then
                            Unit - Create 1 Mineral Field for player 0 at rnd_point[0] facing rnd_point[1] (No Options)
                        Else
                            Unit - Create 1 tree for player 0 at rnd_point[0] facing rnd_point[1] (No Options)
                    Variable - Modify i: + 1
                    Variable - Modify num0tree: + 1
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            num0tree >= 3000
                        Then
                            Trigger - Stop all instances of Forest Generator
                            Trigger - Turn Forest Generator Off
                            General - Break
                        Else
                            Variable - Set rnd_point[0] = (Random point in LostForest)
                            Variable - Set rnd_point[1] = (Random point in LostForest)
    
    Posted in: Triggers
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    posted a message on Hopefully easier type of randomized terrain.

    Double Post >.>

    Posted in: Triggers
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