| 12-31-2006, 05:12 AM | #1 |
Kay i was making some mini-game map by toying around with the collision missle. Everything runs as expected untill i reset the round, a strange bug appear, the collision missile stoped exploding upon contact... Ok it seems confusing when i tried to explain, please take a look at the map i attached then you'll understand what i'm trying to say , it is just a small and easy to understand map.Myself can't find what is causing it, hope you could help me ![]() |
| 01-01-2007, 12:45 AM | #2 |
I think you found the big fish here, CreateTrigger is constantly returning the same trigger and the id is so bugged that registering doesn't work or something. Anyways while I am on debugging this (which is actually pretty hard because of the kind of tricky bug here) You can do some stuff: - Make the ability for shoot missile based on berserk or windwalk so the response is instant. - With some minimum effort you can change the collisionmissiles' code so their height is not affect by terrain height thus making them cooler for this application. |
| 01-01-2007, 01:13 AM | #3 |
In one moment your sheep movement timer is using SetUnitX/Y on a removed unit, you are removing the unit and not stopping the timer and stuff. And it seems that SetUnitX/Y on removed unit will screw CreateTrigger big time |
| 01-01-2007, 02:36 AM | #4 |
oh yeah i forget to stop the timer once the sheep is dead, thanks for the reminder !! I'll do something there and see if the trigger works again >< btw how to make the collision missle's height not affected by terrain height ? EDIT : yeah so it was the timer's fault, everything run as usual when i released the timer after the sheep's death, thanks vex !! |
| 01-01-2007, 01:03 PM | #5 | |
Quote:
Use GetLocationZ() to get the height of a point and then substract the wanted flying height from it. I might update the collisionmissiles to include this option |
