I dont know what it is but ive been experiencing something like this.
In my map whenever a teammate leaves his minerals should be added to the remaining team, since the arcade beta whenever someone leaves i get nothing but if i have 0 minerals and keep buying stuff it uses the teammates left over minerals, very strange
I was screwing around a lot with the applyforce effect so i made this buff that periodicallyapplies force to a unit.
The thing is, the unit always walks the same direction and ive tried a lot of stuff but cant get it to walk in the direction the unit is facing or just a different angle.
Just wondering if it is possible to have the apply force move the unit toward its facing with an offset.
Yeh but this mean that users that play my game will most likely have this setting on so they will experience the pause everytime they move, so yeh i cant change this with the editor, thats a bummer.
I was trying to make a little wasd movement system for myself but stumbled upon an annoying problem.
You know when you open your windows notepad and hold down for example the "w" key it wil go like "w...pause wwwwwwwwwwwwwwwwwww"
so it pauses and then checks if the key is still pressed or something. However when i was testing my movement system i noticed it works the same in starcraft, whenever i hold down an ability hotkey it first executes the ability once, pauses, and then starts spamming it.
So the question is:
Am i able to somehow disable this so it just instanlty starts spamming or is this a more technical kind of problem like ppl would have to change things in windows settings to not make this happen?
are you using click events trough the trigger editor or is the movement only using data?
i suppose trough triggers cause i dont see any movement ability.
I just finished a wave spawning system, its a lot to tell so just read some of this, it might help.
Make 2 variables, 1 for storing the unit type of the wave, 1 for the amount of units for that wave. Make both of them arrays and set them at map init as i show below. After that you make a var which holds the wave the player is currently on, then increase that number by 1 whenever a wave is done.
Now in the trigger that sarts your wave you put it as follow, the 2 vars i explained above and the currewnt wave:
Unit - Create UnitSpawnAmount[CurrentWave] WaveType[CurrentWave] for player 5 at (Random point in Spawn1) facing Start Location 001 (No Options)
wave1,wave2.wave3...etc are the names of the units.
hmmmmmmmmmmmm..
So you have this behavior that adds something extra to your unit and whenever he stops attacking or dies the behavior should be removed.
Well to me a lot of different things can cause this and since you havent gave much explanation how you did this im just going to say:
look at the actor and add event
you can make an item(unit) like for example mineral pallet, recreate it so that the unit has the same pick up ability, now instead of giving you minerals make it so that it restores energy, i think there is a field for that, else make a behavior that restores energy then make an apply effect for the behavior, set whenever the unit(item) is picked up apply the behavior that stores energy. For a nice model youll have to search in the model previewer.
Now you can easily spawn/remove this unit with a trigger.
I canĀ“t really say much about it, the only thing i see is that your using repeat forever which means it will for always be spawning the units until you use a break, i would rather do like a while loop to check if the unit is still within the area and if so then repeat forever else break it..
also im not so sure about the event of the second trigtger.
Thnx again for the help, both problems i could handle very smoothly, for anyone who needs it, i just set the death time of the hero to over 9000 ;] and this is the trigger i run whenever a wave is done so that any dead players will be revived.
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@Stexen: Go
I dont know what it is but ive been experiencing something like this.
In my map whenever a teammate leaves his minerals should be added to the remaining team, since the arcade beta whenever someone leaves i get nothing but if i have 0 minerals and keep buying stuff it uses the teammates left over minerals, very strange
0
HEy guys,
I was screwing around a lot with the applyforce effect so i made this buff that periodicallyapplies force to a unit. The thing is, the unit always walks the same direction and ive tried a lot of stuff but cant get it to walk in the direction the unit is facing or just a different angle. Just wondering if it is possible to have the apply force move the unit toward its facing with an offset.
thx
0
@Ahli634: Go
I set the keyboard repeat delay to the lowest value but still it pauses after the first input.
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@LaxSalmon: Go
No im doing it different, i made an instant effect ability and use it for example like:
@Ahli634: Go
Yeh but this mean that users that play my game will most likely have this setting on so they will experience the pause everytime they move, so yeh i cant change this with the editor, thats a bummer.
0
Hey guys,
I was trying to make a little wasd movement system for myself but stumbled upon an annoying problem. You know when you open your windows notepad and hold down for example the "w" key it wil go like "w...pause wwwwwwwwwwwwwwwwwww" so it pauses and then checks if the key is still pressed or something. However when i was testing my movement system i noticed it works the same in starcraft, whenever i hold down an ability hotkey it first executes the ability once, pauses, and then starts spamming it.
So the question is:
Am i able to somehow disable this so it just instanlty starts spamming or is this a more technical kind of problem like ppl would have to change things in windows settings to not make this happen?
thx for the time
0
@zarltok: Go
are you using click events trough the trigger editor or is the movement only using data? i suppose trough triggers cause i dont see any movement ability.
i will be sure to check out your map on release!
0
@zarltok: Go
Looks awesome man, doesnt the wasd momvement lag if you play with multiple players on battlenet?
0
@IKill11: Go
I just finished a wave spawning system, its a lot to tell so just read some of this, it might help.
Make 2 variables, 1 for storing the unit type of the wave, 1 for the amount of units for that wave. Make both of them arrays and set them at map init as i show below. After that you make a var which holds the wave the player is currently on, then increase that number by 1 whenever a wave is done.
Now in the trigger that sarts your wave you put it as follow, the 2 vars i explained above and the currewnt wave:
Unit - Create UnitSpawnAmount[CurrentWave] WaveType[CurrentWave] for player 5 at (Random point in Spawn1) facing Start Location 001 (No Options)
wave1,wave2.wave3...etc are the names of the units.
0
@Sherlia: Go
hmmmmmmmmmmmm.. So you have this behavior that adds something extra to your unit and whenever he stops attacking or dies the behavior should be removed. Well to me a lot of different things can cause this and since you havent gave much explanation how you did this im just going to say: look at the actor and add event
0
@jamison0136: Go
you can make an item(unit) like for example mineral pallet, recreate it so that the unit has the same pick up ability, now instead of giving you minerals make it so that it restores energy, i think there is a field for that, else make a behavior that restores energy then make an apply effect for the behavior, set whenever the unit(item) is picked up apply the behavior that stores energy. For a nice model youll have to search in the model previewer.
Now you can easily spawn/remove this unit with a trigger.
0
@Projekton: Go
SoulCarveRR is right, your a good samaritan but your idea is pointless, just post directly into the trigger forum.
0
@br3akth3w1nd: Go
Make it so that the nuke has 1 charge, set it 0 from the beginning if you want.
Now make a trigger with an event that runs whenever you want to recharge the nuke, for actions use:
Unit - Add -1.0 charges used for charge "Abil/YourNuke" on ability "Your Nuke" on unit (The unit you want to use the recharge on)
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@Blackmarketqt: Go
I canĀ“t really say much about it, the only thing i see is that your using repeat forever which means it will for always be spawning the units until you use a break, i would rather do like a while loop to check if the unit is still within the area and if so then repeat forever else break it..
also im not so sure about the event of the second trigtger.
0
@Air1: Go
Do the units you kill with your hero have an xp bonus amount for killing it? you can find the field on the unit.
0
Thnx again for the help, both problems i could handle very smoothly, for anyone who needs it, i just set the death time of the hero to over 9000 ;] and this is the trigger i run whenever a wave is done so that any dead players will be revived.