Not only did that work, it worked flawlessly. I'm currently running it at 3500 trees, and it handles it without lagging at all. If I end up with lag during online tests, I'll thin them out and scale the trees up to compensate.
As a bonus, I actually understand that trigger! I learned something!
I have a portion of my map that is supposed to be a "forest". In reality it's just a randomized block of units that look like agria trees. I'm not concerned with pathable areas or any sort of aesthetics for this, so I suspect the trigger will be very simple.
Would it be a X/Y grid (in the form of an array), running a "for each" loop on each space, placing trees of random sizes?
If so, I can do that, but it sounds like it would be really heavy on startup resources.
Any Player is the preset, but does not seem to be a selectable option once you leave it. For now I'm just replacing the event entirely, without choosing anything for the Player field.
I was referring to it as a bug because that's what it was explained to me as. (the fact that it ever worked at all was the bug)
As for this particular trigger, I don't know how I would do it any other way.
If a player clicks the dialog box, do a bunch of stuff for that player.
"This event fires when a dialog item is used. Use "Dialog Item Event Type" to find out how the event was triggered. Use "Used Dialog Item" to get the dialog item that triggered this event. Use "Triggering Player" to get the player that used the dialog item.
(Parameter) Returns the triggering player as an integer."
That hurt my brain a little. I've never used a search radius effect before, so this is already pretty foreign to me. I was actually just bastardizing the Frost Nova spell from here on SC2 Mapster
I've done almost exactly that actually. The problem was that the infestation would happen long before (or after, depending on where the units were in relation to the king) the shockwave reached them. I eventually just went with a REALLY fast shockwave, followed by the "Zerg building bleed", followed by infestation.
When my "King" dies, all his subjects become infested. I would like to have his death create a ring of infested energy that spreads across the whole map, causing all his units to become infested. I have a global infestation trigger already, but linking it to the shockwave hitting someone sounds really hard.
Note: This is a once per player per map event, so it's ok for it to be over the top trigger-stress wise.
If this is a data issue instead then feel free to move this.
EDIT: Feel free to ignore this, I'm probably going to scrap it since it's such a low priority.
I have quite a few triggers that all use "Unit Dies" as an event, and I know that's horribly inefficient. Is there a way to filter the event by unit type/variable/etc without using the if/then actions? I'm trying to reduce the number of threads generated.
Note: I know I can just compress all my "Unit Dies" triggers into a combined trigger. I'm looking for an alternative.
Understood. I've been considering joining Team Genesis myself. The map this is for is actually the sequel to Netforce2k4's Custom Castle Defense from WC3. He gave me permission to take over for the SC2 version.
^In this picture you see a seamless wall and a broken wall. Observe how the wall uses the same model for each block, regardless of surrounding wall pieces.
The top wall is correct, except for the ends which should change to a "left wall end" and a "right wall end" model.
The bottom wall is entirely wrong, as it should be 3 seperate "wall" pieces, and not the merged wall model I'm using.
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@FaithAnoe: Go
Not only did that work, it worked flawlessly. I'm currently running it at 3500 trees, and it handles it without lagging at all. If I end up with lag during online tests, I'll thin them out and scale the trees up to compensate.
As a bonus, I actually understand that trigger! I learned something!
0
I have a portion of my map that is supposed to be a "forest". In reality it's just a randomized block of units that look like agria trees. I'm not concerned with pathable areas or any sort of aesthetics for this, so I suspect the trigger will be very simple.
Would it be a X/Y grid (in the form of an array), running a "for each" loop on each space, placing trees of random sizes?
If so, I can do that, but it sounds like it would be really heavy on startup resources.
Is there an easier way?
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@iSunMonkey: Go
Check if the map is marked as a WoL map or a HoTS map.
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@Ahli634: Go
X is used by Player Y, with event type Z.
Any Player is the preset, but does not seem to be a selectable option once you leave it. For now I'm just replacing the event entirely, without choosing anything for the Player field.
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@willuwontu: Go
the event asks for a player though, and I don't see "any player" as an option.
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@hobbidude: Go
I was referring to it as a bug because that's what it was explained to me as. (the fact that it ever worked at all was the bug)
As for this particular trigger, I don't know how I would do it any other way.
If a player clicks the dialog box, do a bunch of stuff for that player.
"This event fires when a dialog item is used. Use "Dialog Item Event Type" to find out how the event was triggered. Use "Used Dialog Item" to get the dialog item that triggered this event. Use "Triggering Player" to get the player that used the dialog item. (Parameter) Returns the triggering player as an integer."
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Scri: Event response function 'EventPlayer' has no matching event? Near line 1202 in gt_RaceDialogClicker_Init[] in MapScript.galaxy
^As far as I can tell, this is the byproduct of blizzard fixing the triggering player/unit event "bug".
The race dialog clicker event is:
Dialog - Any Dialog Item is used by Player (Triggering player) with event type Clicked
If Human == (used dialog item) then (Human setup stuff) Else...etc
If this IS the product of me using the triggering player, then what's the new format for this?
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@KingRadical: Go
That hurt my brain a little. I've never used a search radius effect before, so this is already pretty foreign to me. I was actually just bastardizing the Frost Nova spell from here on SC2 Mapster
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@Rice87: Go
I've done almost exactly that actually. The problem was that the infestation would happen long before (or after, depending on where the units were in relation to the king) the shockwave reached them. I eventually just went with a REALLY fast shockwave, followed by the "Zerg building bleed", followed by infestation.
0
@AnOddRadish: Go
Switch definitely clears it up quite a bit. I was using If/Then/Else cascades.
0
When my "King" dies, all his subjects become infested. I would like to have his death create a ring of infested energy that spreads across the whole map, causing all his units to become infested. I have a global infestation trigger already, but linking it to the shockwave hitting someone sounds really hard.
Note: This is a once per player per map event, so it's ok for it to be over the top trigger-stress wise.
If this is a data issue instead then feel free to move this.
EDIT: Feel free to ignore this, I'm probably going to scrap it since it's such a low priority.
0
I have quite a few triggers that all use "Unit Dies" as an event, and I know that's horribly inefficient. Is there a way to filter the event by unit type/variable/etc without using the if/then actions? I'm trying to reduce the number of threads generated.
Note: I know I can just compress all my "Unit Dies" triggers into a combined trigger. I'm looking for an alternative.
0
@Drunkenseagull: Go
Understood. I've been considering joining Team Genesis myself. The map this is for is actually the sequel to Netforce2k4's Custom Castle Defense from WC3. He gave me permission to take over for the SC2 version.
0
@Drunkenseagull: Go
That is exactly what I'm looking for! I like your wall models too, can I use both?
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@Bilxor: Go
^In this picture you see a seamless wall and a broken wall. Observe how the wall uses the same model for each block, regardless of surrounding wall pieces.
The top wall is correct, except for the ends which should change to a "left wall end" and a "right wall end" model.
The bottom wall is entirely wrong, as it should be 3 seperate "wall" pieces, and not the merged wall model I'm using.