| 08-20-2003, 08:28 AM | #1 |
Ok, before I start, I must say that I hate blizzard. I didnt 5 days ago, but I do now. =P I am trying to make an Open RPG. I want it to be the first "high quality" open RPG. The others I have seen have little to no work put into them. However, I have a few, very very confusing bugs. 1st. Creep respawning. The obvious method to respawn creeps is to wait 30 seconds, and place a copy of the killed unit in its place if the human players are gone. However, as I found, whenever a corpse rots triggers on the queue referencing that mob stop working right(wtf??). This is why "Silvers Open RPG" doesnt respawn right. My method is such: I respawn the creep as soon as it dies, but hide it and pause it. I have another trigger that every 10 seconds, unpauses and unhides every valid paused creep(no enemies nearby, etc.) I did this in "Silvers Open RPG remix 1.2," and it worked perfectly. However, I am now working on a much larger open RPG. Silvers ~ 500 creeps. Mine, ~ 1500 creeps. I used almost the EXACT same trigger that worked in the remix, but nothing respawns. Any ideas? I also tried making "creeps" into player 10 and they wont respawn. Its not a problem of them not appearing, unit-create isnt creating a unit. 2nd, 60% of my abilities dont work. About every other custom ability I have made wont work past level 4. They all have wierd, different bugs. Water elementals wont summon. Flamestrike does insane damage with no casting range, and kills the user wherever you told him to cast. Siphon(set to drain hp and mana) kills the target instantly. Divine Aura acts somewhat normal, but not the way it is supposed to(duration changes on me at level 6). Avatar lvl 4 works fine-5 locks your character and you can't do anything. Storm bolt level 4 works fine, 5 has a 0 second stun? Does anyone have any idea what causes abilities to act up past level 4? Or better yet, how to fix it? Also, does any1 have a link to a trigger(or instructions to one) that makes trees respawn? I see absolutly no problem with mine, except that it doesnt work(kinda a problem....) mine that doesnt work is: Destructible - A destructible within (Playable map area) dies Or - Any (Conditions) are true Conditions (Destructible-type of (Dying destructible)) Equal to Summer Tree Wall (Destructible-type of (Dying destructible)) Equal to Ashenvale Tree Wall (Destructible-type of (Dying destructible)) Equal to Black Citadel Tree Wall (etc etc) Wait 0.80 seconds Destructible - Resurrect (Dying destructible) with (Max life of (Dying destructible)) life and Show birth animation I also tried creating a destructible of the same type on the spot, but that didnt work either. Anyone care to enlighten me as to why my map is buggy as hell? My opinion is that my map is just too big. Maybe blizz wont let me create a unit because I allready have close to 2k at 1 time. However a 256x256 open rpg kinda needs to have units in it, one would think. Soooo how can I get past the programming of Blizz? thanks, JaredR26 |
| 08-20-2003, 09:01 AM | #2 |
respawning: Well, first figure out what exactly doesnt work. if they dont get created, they dont unhide, or unpause? then type out the part of the trigger that doesnt work. abilities: i got the same problem... never tried to figure out whats wrong though... doodads: i never done this so i got no experiance but here is a few things u could try. first get rid of "within (Playable map area)" in events if you want doodads everywhere to respawn the map becasue when u use region only 64 doodads in that region work. then make it create new ones (i know u said u had it that way, change it back) the size of the map doesnt matter. thats not whats messing it up. |
| 08-20-2003, 09:14 AM | #3 |
For lv5 spells acting strangely, it's said as known bugs in the offical Bnet map development forum: "Default values for ability levels beyond 4 are not loaded properly in game" |
| 08-20-2003, 09:18 AM | #4 |
that sux... hope they fix it. some work though. |
| 08-20-2003, 09:31 AM | #5 |
On the unit respawning, I did run tests. I made it display what It was doing for awhile. It told me that- both triggers were firing- conditions met- 1st trigger was sucessfully finding units to recreate- 2nd trigger never found any units it could unpause. So i assumed that it wasn't creating them, since i can't imagine why there would be a problem with unit-pause. I just ran another test. I forced the units to respawn immeadiatly, to see if unit-create was working. It is. So can someone tell me where the problem with my triggers? Trigger 1: Reappear after death Events Unit - A unit owned by Player 11 (Dark Green) Dies Unit - A unit owned by Neutral Hostile Dies Unit - A unit owned by Neutral Extra Dies Unit - A unit owned by Neutral Passive Dies Conditions (Unit-type of (Dying unit)) Not equal to Nonrespawnabletypes[1] (Unit-type of (Dying unit)) Not equal to Nonrespawnabletypes[2] (Unit-type of (Dying unit)) Not equal to Nonrespawnabletypes[3] (Unit-type of (Dying unit)) Not equal to Nonrespawnabletypes[4] (Unit-type of (Dying unit)) Not equal to Nonrespawnabletypes[5] (Unit-type of (Dying unit)) Not equal to Nonrespawnabletypes[6] (Unit-type of (Dying unit)) Not equal to Nonrespawnabletypes[7] (Unit-type of (Dying unit)) Not equal to Nonrespawnabletypes[8] (Unit-type of (Dying unit)) Not equal to Nonrespawnabletypes[9] (Unit-type of (Dying unit)) Not equal to Nonrespawnabletypes[10] (Unit-type of (Dying unit)) Not equal to Nonrespawnabletypes[11] Actions Unit - Create 1 (Unit-type of (Dying unit)) for (Owner of (Dying unit)) at (Position of (Dying unit)) facing (Random angle) degrees Unit - Change color of (Last created unit) to (Color of Neutral Hostile) Unit - Pause (Last created unit) Unit - Turn collision for (Last created unit) Off Unit - Make (Last created unit) Invulnerable Unit - Hide (Last created unit) Trigger 2: Make creeps reappear Events Time - Every 10.16 seconds of game time Conditions (The trigger queue is empty) Equal to True Actions Unit Group - Pick every unit in (Units in (Playable map area) matching (((Matching unit) is paused) Equal to True)) and do (Actions) Loop - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Number of units in (Units within 2050.00 of (Position of (Picked unit)) matching (((Owner of (Matching unit)) controller) Equal to User))) Less than 1 Then - Actions Unit - Make (Picked unit) Vulnerable Unit - Turn collision for (Picked unit) On Unit - Unpause (Picked unit) Unit - Unhide (Picked unit) Else - Actions Do nothing Note that if i put a text message at the beginning of each trigger, the messages are shown(whenever a creep dies, or once every 10 seconds). Also, i put player 10 green in because i tried treating him as neutral hostile, to no avail. Player 11 and neutral extra are used as the two sides of the aos "battle" and various regions that dont hate you untill you piss them off. Neutral passive is the towns where you start. The nonrespawnable types are bosses and such. I added the trigger queue being empty because i wanted to make this trigger fire off more often than 10 seconds without lagging the game. Changed it back to see if it could fix some jerkyness in-game. Also, on the abilities thing, my level 4 and 5 water elemental summons spells are EXACTLY the same, but 4 works and 5 doesnt. So I dont think it has to do with what data I put in. Help? What is the best way to make trees respawn then, if I cannot have more than 64 doodads in a region? I dont want to segment the map into (another) 400 regions. P Thanks for your help thunder, JaredR26 |
| 08-20-2003, 09:36 AM | #6 | |
Quote:
oh... Great. =) Soooooo if i change all the default values myself(the ones i have access to anyway) will that fix it? I guess I will find out. Bad, bad blizzard. =P thanks for your help Jared |
| 08-20-2003, 11:12 AM | #7 |
If you have a trigger to see if there are 0 units in a region then if there is 0 spawn so and so unit, the unit will spawn...BUT a corpse in the region also counts as a unit, basically a corpse is also a unit, so if there are corpses in your region the trigger won't commence till the corpse dissipates |
| 08-20-2003, 05:29 PM | #8 | |
Quote:
that could be a problem and wouldn't work right, but all the tests ive done are when there are no corpses in the region. Originally my trigger also checked to see that matching unit controller = user, so that would fix it(somewhat). even so that trigger should work eventually, when nothing else is near. If i put a game-display to all players text in right after the "pick every unit" statement, nothing is ever displayed. thanks for pointing that out tho jared |
| 08-20-2003, 06:06 PM | #9 |
Your problem with the respawn is, that you cant pick hidden units. I dont understand why it worked in slivers open rpg. The only solution I can think of is, that you suspend the corpse decay of the dying unit, so that you can replace the old unit without creating a new temporary one. |
| 08-20-2003, 06:20 PM | #10 |
Unfortunatly, that wont work in any case where the "dying unit" could be removed from the game during the wait- 30 seconds. As far as i can tell, if the unit is removed then next time "dying unit" is referenced in the trigger, it doesnt know what type of unit that was, so the trigger fails. heres the silvers remix triggers, these for some reason DO work. Creep Respawn Events Unit - A unit owned by Neutral Hostile Dies Conditions Actions Unit - Create 1 (Unit-type of (Dying unit)) for Neutral Hostile at (Position of (Dying unit)) facing (Random angle) degrees Unit - Hide (Last created unit) Unit - Pause (Last created unit) Unit - Turn collision for (Last created unit) Off Creep Unpause Events Time - Every 6.22 seconds of game time Conditions Actions Unit Group - Pick every unit in (Units owned by Neutral Hostile matching (((Matching unit) is paused) Equal to True)) and do (Actions) Loop - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Number of units in (Units within 1600.00 of (Position of (Picked unit)) matching (((Matching unit) belongs to an enemy of Neutral Hostile) Equal to True))) Equal to 0 Then - Actions Unit - Unhide (Picked unit) Unit - Unpause (Picked unit) Unit - Turn collision for (Picked unit) On Else - Actions Do nothing Sigh. This is why I dont like blizzard. Why can't I pick hidden units? If i specify that I only want hidden units? thanks for your help, Jared |
| 08-20-2003, 06:27 PM | #11 |
This would be unlogical but try it: Move the unhide action up, so that you unhide it first before you make it vulnerable, give it collision and unpause it. If this work it is actually possible to pick hidden units, but you cant refer to them as [picked unit] as long as they are hidden... |
| 08-20-2003, 09:54 PM | #12 |
wait wait i have MORE questions that ppl can't answer! =) I have 4 different groups in my rpg. Neutral hostie, neutral extra, neutral passive, and player 12( does any1 know if neutral victim works just like any other player? Can i make neutral victim hate and fight neutral extra, or is victim special ?) Player 12 attacks neutral extra and vice versa. However, player 12 will destroy neut xtra if they can take out the defenses. But neut xtra seemingly refuses to attack player 12's towers???? This is only one situation. In the other situation, player 12 refuses to attack neutral xtra's towers. If not given any other orders, they will simply stand right next to the tower and die. If they have orders, they run by, and get cut down as they do so. Does any1 have any idea what would cause somethin like that to happen? all units are capable of attacking structures, and are enemies. Also, I have a dialog box that comes up. Any1 who has played tower warz(1.6+) knows that the dialog boxes that come up for the summoner/defender choice are large. They are the same size as quest dialog menu, etc. I have a dialog that comes up, but it is far too small. it has three buttons on it, but they are small. does anyone know anything that affects the size of dialog boxes? thanks for every1's help, sorry i post so many wierd questions. And noones provided a fix for my tree respawning problem(other than telling me why it doesnt work) JaredR26 |
| 08-20-2003, 10:52 PM | #13 |
4 respawn try events-every 1 sec conditions-region A contains no units actions-create 5 units |
| 08-20-2003, 11:12 PM | #14 |
Ahem Ahem, I have a tad of information that you may or may not know of. Even though a unit is dead, it still exists, thus preventing a units in area condition. |
| 08-21-2003, 11:21 PM | #15 |
Can anyone link me to or tell me how I could make a working trigger to respawn trees that are cut down? I would prefer not to have to do it 64 trees at a time in regions, that would be quite a pain. thanks, Jared |
