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
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!
activateunbugEventsDialog-(Useddialogitem)isusedbyPlayerAnyPlayerwitheventtypeClickedActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Useddialogitem)==UnbugThenUI-Display"im used"for(Allplayers)toSubtitleareaUnitGroup-Pickeachunitin(Anyunitsin(Entiremap)ownedbyplayerAnyPlayermatchingExcluded:Heroic,Missile,Dead,Hidden,withatmostAnyAmount)anddo(Actions)ActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Player(Ownerof(Pickedunit))isgivingplayer(Player1from(Playersonteam1))Non-aggression)==TrueThenUI-Display("Im ordered to move:"+(Nameof(Unittypeof(Pickedunit))))for(Allplayers)toSubtitleareaUnit-Order(Triggeringunit)to(AttacktargetingTeam2Spawn)(ReplaceExistingOrders)
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?
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?
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 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
PylonKillTeam1EventsUnit-AnyUnitdiesLocalVariablesDice1=(Randomintegerbetween1and6)<Integer>Dice2=(Randomintegerbetween1and6)<Integer>Dice3=(Randomintegerbetween1and6)<Integer>Conditions(Unittypeof(Killingunit))==DefensiveCannonCopy2ActionsUI-Display((Nameofplayer(Player1from(Playersonteam1)))+(" Throws: "+(Text(Dice1))))for(Allplayers)toSubtitleareaUI-Display((Nameofplayer(Player2from(Playersonteam1)))+(" Throws: "+(Text(Dice2))))for(Allplayers)toSubtitleareaUI-Display((Nameofplayer(Player3from(Playersonteam1)))+(" Throws: "+(Text(Dice3))))for(Allplayers)toSubtitleareaGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfDice1==Dice2AndConditionsDice3<Dice1OrConditionsDice1==Dice3AndConditionsDice2<Dice1OrConditionsDice3==Dice2AndConditionsDice1<Dice2ThenUI-Display"Rethrow!"for(Allplayers)toSubtitleareaGeneral-Wait2.0GameTimesecondsTrigger-RunPylonKillTeam1(IgnoreConditions,Don't Wait until it finishes)General-If(Conditions)thendo(Actions)elsedo(Actions)IfDice1>Dice2AndConditionsDice1>Dice3ThenPlayer-Modifyplayer(Player1from(Playersonteam1))Vespene:Add1UI-Display((Nameofplayer(Player1from(Playersonteam1)))+": Wins!")for(Allplayers)toSubtitleareaGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfDice2>Dice1AndConditionsDice2>Dice3ThenPlayer-Modifyplayer(Player2from(Playersonteam1))Vespene:Add1UI-Display((Nameofplayer(Player2from(Playersonteam1)))+": Wins!")for(Allplayers)toSubtitleareaGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfDice3>Dice2AndConditionsDice3>Dice1ThenPlayer-Modifyplayer(Player3from(Playersonteam1))Vespene:Add1UI-Display((Nameofplayer(Player3from(Playersonteam1)))+": Wins!")for(Allplayers)toSubtitlearea
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.
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?
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.... :[
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.
0
@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
0
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!
0
@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.
0
@Mozared: Go
Thats whats i was trying to work with but couldnt remove it
0
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?
0
@DuckyTheDuck: Go
Hey,
I just wanted to say your game is awesome, must have been a lot of effort!
0
@Khalanil1: Go
ah great idea man, it works :]
0
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
0
@o3210: Go
OMG like the only thing i didnt try :p
cheers man it works fine now! :D
0
@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:
and like this:
i tried more ways.....
0
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
0
@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.
0
@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
0
@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:
0
@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.