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Blademasters of Chaos and Orc
Posted: Tue Jan 06, 2009 4:58 am
by samtre
Ok, so the map Territory Wars can't work out.
Reason: Control Point trigger problem, The whole map problem
So i created another map, a battle between the chaos blademasters and the original blademasters.
Created Omnislash (Finally works!), Blade Dance, Swordstep, Berserk(increase swordstep chances), Blink Strike, Critical Strike (Also multiples Swordstep damage).
Created Counter Helix, YAY!
Give me some more ideas for blademaster skills, really needed them.
Added Lightning Rush. Stuns surrounding enemy units, creating lightnings bolts shooting out from every direction, dealing 325,650,1000 damage.
please help!
Re: Territory Wars
Posted: Tue Jan 06, 2009 5:41 am
by 3ICE
First copy everything over to a new map.
Then start debugging your triggers:
Add
Game - Display to (All players) the text: pass1 after every action in every trigger, increasing 1 every time. Example:

Melee Initialization (You forgot to change this trigger name!)

Events

Time - Elapsed game time is 1.00 seconds

Conditions

Actions

Melee Game - Use melee time of day (for all players)

Player - Set Player 1 (Red) Current gold to 50000

Player - Set Player 1 (Red) Current lumber to 50000

Quest - Create a Optional quest titled Task: Gang Leaders with the description Place your operatio..., using icon path ReplaceableTextures\CommandButtons\BTNBandit.blp

Quest - Create a Optional quest titled Task: Necromancers with the description Place your operatio..., using icon path ReplaceableTextures\CommandButtons\BTNBandit.blp

Player - Set name of Neutral Hostile to City Guards

Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across (Playable map area)
to

Melee Initialization (You forgot to change this trigger name!)

Events

Time - Elapsed game time is 1.00 seconds

Conditions

Actions

Game - Display to (All players) the text: pass0

Melee Game - Use melee time of day (for all players)

Game - Display to (All players) the text: pass1

Player - Set Player 1 (Red) Current gold to 50000

Game - Display to (All players) the text: pass2

Player - Set Player 1 (Red) Current lumber to 50000

Game - Display to (All players) the text: pass3

Quest - Create a Optional quest titled Task: Gang Leaders with the description Place your operatio..., using icon path ReplaceableTextures\CommandButtons\BTNBandit.blp

Game - Display to (All players) the text: pass4

Quest - Create a Optional quest titled Task: Necromancers with the description Place your operatio..., using icon path ReplaceableTextures\CommandButtons\BTNBandit.blp

Game - Display to (All players) the text: pass5

Player - Set name of Neutral Hostile to City Guards

Game - Display to (All players) the text: pass6

Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across (Playable map area)

Game - Display to (All players) the text: pass7
This helps you find the bugged action and then you can examine and fix it. (The error occurs in the trigger action that is after the last received pass message. (Eg: you see pass4 last, the problem is with the quest creation)
Re: Territory Wars
Posted: Tue Jan 06, 2009 5:43 am
by samtre
tried, everything failed, every trigger in my map won't work......
Re: Territory Wars
Posted: Tue Jan 06, 2009 5:58 am
by 3ICE
All triggers work for me. I copied them to a new map and they ran fine.
You need to remake your map, the problem is not with your triggers. It's a bug in the World Editor. Creating a new map fixes it.
(This bug happened to me two times while working on Maze Designer. I didn't find out why it happens, but the only solution is copying everything over to a new map.)
Re: Territory Wars
Posted: Tue Jan 06, 2009 7:37 am
by samtre
ok.....but is there a faster way i could do it? (lazy)
Edit: Ok, found a way... export all objects data.........zzz
Re: Territory Wars
Posted: Tue Jan 06, 2009 8:38 am
by 3ICE
You can select all units → copy → paste.
You can select all doodads → copy → paste.
You can select the entire map (terrain) → copy → paste.
You can select trigger categories one by one → copy → paste.
You can select the loading screen text → copy → paste.
You can export all object data → import.
You can export strings → import.
You can export gameplay constants → import.
Imported files aren't this simple. You have to export them one by one and then import.
Re: Territory Wars
Posted: Wed Jan 07, 2009 6:45 am
by samtre
ok, the whole editor is crap right now...... exported/imported, and still same thing...... There is really something wrong with the triggers......... Oh and tell me how you think of the trigger skills i made for the blademaster ^^.
Re: Territory Wars
Posted: Wed Jan 07, 2009 1:15 pm
by 3ICE
samtre wrote:Oh and tell me how you think of the trigger skills i made for the blademaster ^^.
Lots of negative things:
3ICE wrote:
((Attacked unit) is A structure) Equal to (==) False ← misplaced, should be in the trigger conditions. If you fix this you will be able to get rid of a whole if block.
3ICE wrote:
Set AttackedUnit = (Attacked unit) and
Set AttackingUnit = (Attacking unit) ← You are basically destroying your ability's
MUI-ness by these. Completely useless too.
3ICE wrote:
Unit - Remove Wind Walk buff from AttackingUnit ← When the unit attacks, it automatically loses the Wind Walk buff. So this is useless.
3ICE wrote:
Animation - Play AttackingUnit's attack animation ← It is already playing... (Because you forgot to PAUSE the two units → They start fighting again!)
3ICE wrote:
Unit - Turn collision for (Last created unit) Off ← It already has locust...
also
3ICE wrote:I like how you allow the spell to be casted on allies without damage. It's nice.
3ICE wrote:Why are you setting all those variables? (AttackingUnit, AttackedUnit, tempPointAttacked, tempPointAttacking, Caster, Castloc) All they do is leak more memory!
3ICE wrote:CapturePointsCaptured wrote:0 = Free 1 = Captured
Use true/false for that. A lot faster than integers and uses less memory.
Re: Territory Wars
Posted: Thu Jan 08, 2009 3:19 am
by samtre
i'm trying to make the Wind Walk effect disappear when [40%/100%] chance when attack to break invisibility to deal extra damage.
And for the attack animation, without it, it would just switch position with the attacked unit but never showing he has been attacked.
Like when 1 unit is attacked, it will show atleast an attack animation of the attacking unit.
Re: Territory Wars
Posted: Thu Jan 08, 2009 3:49 am
by 3ICE
Did you read this part?
3ICE wrote:you forgot to PAUSE the two units → They start fighting again!