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    posted a message on unbugging my bug is bugged?

    @Zanryu1337: Go

    Omg, yes how stupid.... Im gonne try if this fixes my unbug button. !

    Thnx for the reply man it fixed my unbug button, it was a stupid mistake!

    anyways if anyone has an idea why sometimes my units get stuck in the first place i would really love to know! you can play my map on EU its called Desert strike hero 2

    Posted in: Triggers
  • 0

    posted a message on unbugging my bug is bugged?

    Hey ppl,

    I have a map which works like Desert strike, if you dont know then heres a quick explanation:

    - Each Team has a frotress where their units get spawned.

    - Each unit that enters within 25 range of the fortress gets told to attack the other fortress.

    before i go on i want to say that the bug happens like 2 out of 10 games, most of the time it will work fine, it can just happen sometimes in middle game or at the beginning of the map

    Ok so... the bug in my map will stop telling the units to attack the other fortress like they will just be spawned and stand still(only saw it happen to 1 team at a time, the other teams units will still move), but for this i have an anti idle trigger for every unit that goes into idle state, they will still be told to attack the enemies fortress. However this doesnt seem to work on the units that are bugged so i started making an anti bug button so that if a players units get stuck they can press a GUI button to give the units the attacking order again.

    So i tried making this unbug button but it doesnt work and i dont have a clue why, i have attached a file which includes the unbug setting in a clean map so you can have a look if you have time. Below you can see the trigger what actually happens when pressing the unbug. They do not execute the order even though from the textmessage i can see they get triggered...

    I dont know why the units some times get stuck, i mean most of the time it works fine and it can suddenly happen middle game... i also seen it happen that player 1 on team 1 units get stuck but player 2 from team 1 units still move while they get triggered by the same area.

    Anyways if anyone can tell me why my unbug button wouldnt work, pls enlighten me!

    activate unbug
        Events
            Dialog - (Used dialog item) is used by Player Any Player with event type Clicked
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Used dialog item) == Unbug
                Then
                    UI - Display "im used" for (All players) to Subtitle area
                    Unit Group - Pick each unit in (Any units in (Entire map) owned by player Any Player matching Excluded: Heroic, Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                        Actions
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    (Player (Owner of (Picked unit)) is giving player (Player 1 from (Players on team 1)) Non-aggression) == True
                                Then
                                    UI - Display ("Im ordered to move:" + (Name of (Unit type of (Picked unit)))) for (All players) to Subtitle area
                                    Unit - Order (Triggering unit) to ( Attack targeting Team2Spawn) (Replace Existing Orders)
    
    Posted in: Triggers
  • 0

    posted a message on textures in corners

    @joecab: Go

    Hey, thnx for the replies, i tried the following:

    - disable lowest cliff level doesnt work

    - Changing the cliffs to ulnar castanar or anything else didnt remove the textures.

    - i cant make pointy corners with the textures im using.

    so the doodad thing might be a solution, might take a look at the mesh thing yeti was talking about.

    Posted in: Terrain
  • 0

    posted a message on textures in corners

    @Mozared: Go

    Thats whats i was trying to work with but couldnt remove it

    Posted in: Terrain
  • 0

    posted a message on textures in corners

    Hey ppl,

    I wanted a new background in my map so i changed it to like the space background and removed the textures around the platforms, but as you can see in the screen below in the corners there are ugly textures i cant remove, anyway to make it look smooth?

    Posted in: Terrain
  • 0

    posted a message on Blasterbots

    @DuckyTheDuck: Go

    Hey,

    I just wanted to say your game is awesome, must have been a lot of effort!

    Posted in: Project Workplace
  • 0

    posted a message on (Solved)requirement question

    @Khalanil1: Go

    ah great idea man, it works :]

    Posted in: Data
  • 0

    posted a message on (Solved)requirement question

    Hi,

    i have made a requirement before where a trainability gets disabled if a certain player posses more than 2 units of the same unit type . Now i have a unit and want an ability to disable when there are more than 2 of the same unit types on the entire map not just owned by a player, is this possible with a requirement?

    thx

    Posted in: Data
  • 0

    posted a message on Player reward throw dice

    @o3210: Go

    OMG like the only thing i didnt try :p

    cheers man it works fine now! :D

    Posted in: Triggers
  • 0

    posted a message on Player reward throw dice

    @o3210: Go

    ah man, i did like you showed in the example and it worked, but the i started adding "or's" and ive been totally messing up for a while now, ive been trying what seemed logic to me but.... could you pls show me the example with 2x the "or and" statement in there?

    i tried it like:

            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Or
                        Conditions
                            And
                                Conditions
                                    Dice3 == Dice2
                                    Dice1 < Dice3
                    Or
                        Conditions
                            And
                                Conditions
                                    Dice1 == Dice2
                                    Dice3 < Dice1
    

    and like this:

            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    And
                        Conditions
                            Or
                                Conditions
                                    Dice1 == Dice3
                                    Dice2 < Dice1
                    And
                        Conditions
                            Or
                                Conditions
                                    Dice1 == Dice2
                                    Dice3 < Dice1
    

    i tried more ways.....

    Posted in: Triggers
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    posted a message on Player reward throw dice

    Hey ppl.

    I was making a trigger for whenever a certain unit kills a hero a random player of the killing units team gets a reward by throwing a dice. However if the highest throw equals the other highest thrower, the trigger wont rethrow(restart) its the first part in the actions, why doesnt it work?

    thx

    PylonKill Team1
        Events
            Unit - Any Unit dies
        Local Variables
            Dice1 = (Random integer between 1 and 6) <Integer>
            Dice2 = (Random integer between 1 and 6) <Integer>
            Dice3 = (Random integer between 1 and 6) <Integer>
        Conditions
            (Unit type of (Killing unit)) == Defensive Cannon Copy 2
        Actions
            UI - Display ((Name of player (Player 1 from (Players on team 1))) + (" Throws: " + (Text(Dice1)))) for (All players) to Subtitle area
            UI - Display ((Name of player (Player 2 from (Players on team 1))) + (" Throws: " + (Text(Dice2)))) for (All players) to Subtitle area
            UI - Display ((Name of player (Player 3 from (Players on team 1))) + (" Throws: " + (Text(Dice3)))) for (All players) to Subtitle area
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Dice1 == Dice2
                    And
                        Conditions
                            Dice3 < Dice1
                    Or
                        Conditions
                            Dice1 == Dice3
                            And
                                Conditions
                                    Dice2 < Dice1
                            Or
                                Conditions
                                    Dice3 == Dice2
                                    And
                                        Conditions
                                            Dice1 < Dice2
                Then
                    UI - Display "Rethrow!" for (All players) to Subtitle area
                    General - Wait 2.0 Game Time seconds
                    Trigger - Run PylonKill Team1  (Ignore Conditions, Don't Wait until it finishes)
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Dice1 > Dice2
                    And
                        Conditions
                            Dice1 > Dice3
                Then
                    Player - Modify player (Player 1 from (Players on team 1)) Vespene: Add 1
                    UI - Display ((Name of player (Player 1 from (Players on team 1))) + ":  Wins!") for (All players) to Subtitle area
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Dice2 > Dice1
                    And
                        Conditions
                            Dice2 > Dice3
                Then
                    Player - Modify player (Player 2 from (Players on team 1)) Vespene: Add 1
                    UI - Display ((Name of player (Player 2 from (Players on team 1))) + ":  Wins!") for (All players) to Subtitle area
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Dice3 > Dice2
                    And
                        Conditions
                            Dice3 > Dice1
                Then
                    Player - Modify player (Player 3 from (Players on team 1)) Vespene: Add 1
                    UI - Display ((Name of player (Player 3 from (Players on team 1))) + ":  Wins!") for (All players) to Subtitle area
    
    Posted in: Triggers
  • 0

    posted a message on Leap ability

    @Neonsz: Go

    Hey, im pretty new to the editor but, i think you could make the behavior for the unit being able to jump cliffs and then make an ability which could like trigger applying the behavior to the unit, and then you could set the behavior to a short duration.

    Posted in: Data
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    posted a message on redirect kills?

    @SkrowFunk: Go

    Okay, so my main thing was worrying about this method causing lag to my game or something glad thats not the case here, but about this method not being efficient is cause if i would have a different hero that uses the same kind of thing i would have to make the same trigger and edit all the statements. I was also wondering why if i reference a playergroup like : Unit - Set (Unit 1 from HeroUnitGroup[1]) to modify a property i am able to choose a position in the unitgroup, however when i add a unit to the unit group i cant choose the position for the unit that gets added.

    Anyway i was looking into what drsuperevil said... do you mean like have the main unit apply the killtocaster behavior to units within a search area? if so would the mian unit have to apply it to the clusters or the interceptors?

    thnx for the replies

    Posted in: Data
  • 0

    posted a message on redirect kills?

    @Rice87: Go

    Hey,

    For now i have created something that seems to work but is very unefficient and i dont like it, if someone could pls refresh me on a better way how to do this and can help me out with it, i would really appreciate.

    here is an example of how im doing it right now:

    I have created a trigger that puts every birdman purchased by a player in a specific unit group for the player that bought it. Then i have created a second trigger which says that whenever a unit dies and the type of unit that killed it is the clusterbomb and is not the clusterbomb itself, add life and kills to the unit in the unitgroup where the birdman is stored.

    i would still have to make the if statements in both triggers for every player and if i have a different unit that does the same thing i have to create the whole thing over again.... :[

    These are the triggers:

    redirect kills cluster
        Events
            Unit - Any Unit dies
        Conditions
            (Unit type of (Killing unit)) == G-4 Clusterbomb
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Unit type of (Triggering unit)) != G-4 Clusterbomb
                Then
                    Unit - Set (Unit 1 from UnitsP1) Kills to (((Unit 1 from UnitsP1) Kills (Current)) + 1.0)
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            ((Triggering unit) uses Fly mover) == True
                        Then
                            Unit - Set (Unit 1 from UnitsP1) Maximum Life to (((Unit 1 from UnitsP1) Maximum Life (Current)) + 5.0)
                        Else
                            Unit - Set (Unit 1 from UnitsP1) Maximum Life to (((Unit 1 from UnitsP1) Maximum Life (Current)) + 3.0)
    
    add birdman to playerunitgroup
        Events
            Unit - Any Unit creates a unit with ability Any or behavior No Game Link
        Conditions
            (Unit type of (Created unit)) == Critter - BirdMan
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Owner of (Created unit)) == (Player 1 from (Players on team 1))
                Then
                    Unit Group - Add (Created unit) to UnitsP1
    
    Posted in: Data
  • 0

    posted a message on redirect kills?

    @Kueken531: Go

    Hey,

    i ran a test which indicate that the interceptors are not killing the units but the clusterbomb unit that the interceptors throw on the ground kill the unit.

    maybe this gives you an idea on why kills to caster effect is not working, or how im suppose to set it up. still trying to figure it out.

    and for SkrowFunk, i dont know how the awardkillcredit(Unit) should look or works, im pretty new to functions. Anyhow i dont think your method would work on my map cause if i redirect my kills your way, everyone who has the birdman hero would get their life up? or yeh i would have to refer to the playernumber and the hero number and give them kill credit, not really sure how that works.

    Posted in: Data
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