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A collective thread for all those small but irritating problems.

06-02-2008, 05:14 PM#1
Neversleeping
I think posting a new thread each time is stupid, so I have a few for starters.

1) I have a hero with Starfall and Windwalk. But it seems that Windwalk doesn't break Starfall, so it's needless to say unintended powerful. What is the easiest way to fix this?

2) I have a trigger that makes a Passive unit into Hostile when you attack it, and a transmission appears. The last function in my trigger is "Turn OFF this trigger (prevent future executions it says), but still it happens every time the unit is hit. must a really make a boolean variable to have this happen only once?

3) This one is strange. One unit with the Shandris model is visible in Fog of War for the enemies. It's no visibility effect, but the model only is visible. Is this a bug in the game?
06-02-2008, 05:54 PM#2
Rising_Dusk
Quote:
Originally Posted by Neversleeping
What is the easiest way to fix this?
Order the hero to stop after casting Windwalk.
Quote:
Originally Posted by Neversleeping
2) I have a trigger that makes a Passive unit into Hostile when you attack it, and a transmission appears. The last function in my trigger is "Turn OFF this trigger (prevent future executions it says), but still it happens every time the unit is hit. must a really make a boolean variable to have this happen only once?
Sounds like your trigger is never reaching the Turn Off part, post it please and we'll see if something's up.
Quote:
Originally Posted by Neversleeping
3) This one is strange. One unit with the Shandris model is visible in Fog of War for the enemies. It's no visibility effect, but the model only is visible. Is this a bug in the game?
You have "Use Extended Line of Sight" for that unit turned on. (It's in the object editor)
06-02-2008, 05:57 PM#3
Captain Griffen
ONLY order the hero to stop after casting windwalk if he is casting starfall at the time, or it'll interrupt orders.
06-02-2008, 06:01 PM#4
Neversleeping
1) I thought about it, but this will cause severe irritation when using Wind Walk normally.

2)It's no IF's or anything in the trigger that can stop it from reaching the end.
EDIT: Doh, I had selected WAIT inside the transmission function. Ok, fixed.

3) hehe, awesome. Thanks, I don't know how I've manage to check on that option in the past, but
06-02-2008, 06:01 PM#5
Strilanc
"Targets allowed"

'nuff said
06-02-2008, 06:06 PM#6
Rising_Dusk
Quote:
Originally Posted by Neversleeping
EDIT: Doh, I had selected WAIT inside the transmission function. Ok, fixed.
Hehe, always something. :)
Quote:
Originally Posted by Captain Griffen
ONLY order the hero to stop after casting windwalk if he is casting starfall at the time, or it'll interrupt orders.
Yub.
06-02-2008, 07:37 PM#7
Neversleeping
Hehe, yup. Always something. Seems I fixed all my problems very fast. Thanks all!
06-03-2008, 12:47 AM#8
Neversleeping
It seems I'm suffering from a temporary moment of stupidity, though. How do you check if the hero is channeling a certain spell? I know I've seen it somewhere, but.. help.
06-03-2008, 01:14 AM#9
Pyrogasm
Check his current order:
Trigger:
If (Your_Hero current order equal to Human Archmage - Blizzard) then do (Things to do if channeling) else do (Things to do if not channeling)
06-03-2008, 01:15 AM#10
Neversleeping
After that, I have one more issue. Let's just call it number 4..

4) Does rescuable mean that a unit will change sides to the color of a unit that approaches it? In that case this doesn't quite work for the unit I have trapped in a cage!

5) In this map I want to increase the scale of a certain building. Naturally I want the pathing map to increase as well, but I cannot find anything with bigger pathing. Do I have to import a custom one?
06-03-2008, 03:40 AM#11
dhobby
4) ya i think that means when a unit walks close enough they become yours. For the cage I'm not so sure but you could try making a "rescued" unit for the triggering unit after they break the cage. Just a thought

5) No idea what that means. I would just increase the scale of the model, selection size, and the collision size
06-03-2008, 12:18 PM#12
Neversleeping
4) Setting the unit rescuable doesn't give me control over it. strange.
I could of course trigger it so a unit appears and join the side of whoever destroyed the cage, but it seems "killing unit" does not apply to killing destructibles. Shouldn't this be the easy part? :P

5) hmm. Collision size doesn't seem to have much of a say for buildings. Setting the size to 1000 still allows me to walk past the corners.
06-03-2008, 12:23 PM#13
Rising_Dusk
Quote:
Originally Posted by Neversleeping
4) Setting the unit rescuable doesn't give me control over it.
That only works if player 0 comes nearby it in my experience.
Quote:
Originally Posted by Neversleeping
5) hmm. Collision size doesn't seem to have much of a say for buildings. Setting the size to 1000 still allows me to walk past the corners.
Change its pathing map.
06-03-2008, 12:30 PM#14
Alexander244
Quote:
Originally Posted by Neversleeping
hmm. Collision size doesn't seem to have much of a say for buildings. Setting the size to 1000 still allows me to walk past the corners.
It still affects things like attack distance for attackers and the distance away peasants can repair from. See this tutorial for making custom pathing maps.
06-07-2008, 03:19 PM#15
Neversleeping
Awesome. Thanks a lot for the tutorial. It's not deathly important for the map to work, but it's a nice detail upon the finishing touches.


About the rescuable unit again, though.

----------
Quote:
Originally Posted by Neversleeping
4) Setting the unit rescuable doesn't give me control over it.
That only works if player 0 comes nearby it in my experience
---------

Player 0, meaning any player? The rescuable unit does not become mine when I walk next to it... This is the basic trigger:

*Destructible - Cage 1062 <gen> dies

*Unit - Create 1 Succubus for Neutral Passive at (Position of (Dying destructible)) facing (Position of (Triggering unit))
*Unit - Make (Last created unit) Rescuable by (All players)