| Locust Trigger | |
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BackThatThingUp Recruit
| Subject: Locust Trigger Tue Dec 29, 2009 3:33 am | |
| Is there a way to make everything locust with a trigger? So I dont have to turn a TFT map into RoC?
P.S. Dark.. did u.. get on.. PiNNo.. on these.. forums..!? Cause I haven't been on it in forever and I notice someone has been using it.. | |
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nomorholywar Sergeant
| Subject: Re: Locust Trigger Tue Dec 29, 2009 7:29 am | |
| Probably too complicated for you if you're phased by the simplicity of converting TFT->ROC | |
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BackThatThingUp Recruit
| Subject: Re: Locust Trigger Tue Dec 29, 2009 2:55 pm | |
| 1. nomor, why are you such a dick to me.. only. 2. i cant download the program needed to convert the map because I have a Mac. I made my own Locust trigger that actually did work with the collision but it crashed the game, thats why I asked for help. | |
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nomorholywar Sergeant
| Subject: Re: Locust Trigger Tue Dec 29, 2009 5:37 pm | |
| From Hive Workshop --> Tools
(For Mac) DropMPQ 0.7.1 (For Mac) MPQ Extractor 1.0 (For Mac) MPQ FS 0.3.3 (For Mac) MPQDraft 1.1
Some peoples feelings are hurt so easily ;/ | |
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BackThatThingUp Recruit
| Subject: Re: Locust Trigger Tue Dec 29, 2009 8:09 pm | |
| dont need that now after an hour or so i made a successfull locust trigger. | |
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nomorholywar Sergeant
| Subject: Re: Locust Trigger Wed Dec 30, 2009 4:44 am | |
| Dont forget to import AbilityData.slk or locust wont show up ingame. | |
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Pat1487 Moderator
| Subject: Re: Locust Trigger Wed Dec 30, 2009 10:08 am | |
| - nomorholywar wrote:
- Probably too complicated for you if you're phased by the simplicity of converting TFT->ROC
Converting TFT to ROC isnt that easy | |
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nomorholywar Sergeant
| Subject: Re: Locust Trigger Wed Dec 30, 2009 4:06 pm | |
| - Pat1487 wrote:
- Converting TFT to ROC isnt that easy
Then you must be doing it some very complicated way. If even the 11 year old euros like blackdoom and micola can do it, then anybody can. Its just a drag + drop operation.. -- - Code:
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Events Map initialization Conditions Actions Unit Group - Pick every unit in (Units owned by Player 12 (Brown)) and do (Actions) Loop - Actions Trigger - Add to Collision <gen> the event (Unit - A unit comes within 50.00 of (Picked unit)) Collision trig: - Code:
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Events Conditions (Unit-type of (Triggering unit)) Equal to Demon Hunter Actions Unit - Kill (Triggering unit) -- PS: if i ever double post again i want all my friends to take rusty knives and repeatedly stab my groin area.[/b] | |
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BackThatThingUp Recruit
| Subject: Re: Locust Trigger Wed Dec 30, 2009 4:39 pm | |
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Pat1487 Moderator
| Subject: Re: Locust Trigger Wed Dec 30, 2009 5:26 pm | |
| - nomorholywar wrote:
- Then you must be doing it some very complicated way. If even the 11 year old euros like blackdoom and micola can do it, then anybody can. Its just a drag + drop operation..
Ive actually never done it, or even really looked into it The 1 time i thought about doing it i figured you would have to transfer all the TFT stuff into the map itself in order for it to be read Manually doing that seemed like a pain in the ass It wasnt my map and it wasnt like the maker ask me to convert it to ROC so i decided not to waste my time on it - BackThatThingUp wrote:
- not workin for me =/
Did you give them locust at map initialization? Locusted units have always been weird with triggers, you might have to give them locust at .01 elapsed time, or any time after map init You also may have to take away full locust, by that i mean use the type of locust, that maps with demonhunters that have locust have And that trigger is pretty nice nomor, 1 trigger for all the collision instead of 11 | |
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BackThatThingUp Recruit
| Subject: Re: Locust Trigger Wed Dec 30, 2009 9:00 pm | |
| if u give them aloc at 0.01 it crashes the map with severe lagocity. even w/o locust the collision isnt working.. | |
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Pat1487 Moderator
| Subject: Re: Locust Trigger Wed Dec 30, 2009 9:55 pm | |
| Whats your locust trigger look like? Ive given locust via a trigger to all the units in the entire map all at the same time in 1 trigger with no noticeable lag or crashes
Ive just tested nomors collision trigger to make sure it works without locust and it does Just follow what he said and make sure you select the right trigger to add the event to | |
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BackThatThingUp Recruit
| Subject: Re: Locust Trigger Wed Dec 30, 2009 11:01 pm | |
| i promise you ive done anything in his trigger.. it wont work for me even w/o locust.. my locust trigger is just Event: Map Init Action: Blabla(B/s Jass talk) Aloc (blabla)
But on one of my levels i have units spawning constantly.. so i think constantly giving locust every 0.01 or so lags the fuck out of the game, i think thats the reason but idk why the collision trigger wont work :S | |
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nomorholywar Sergeant
| Subject: Re: Locust Trigger Thu Dec 31, 2009 5:28 am | |
| I predict that within 24 hours, pinks is going to write the following phrase:
i'm an idiot. sorry for wasting your time. it works. thanks aton lmaolmaolmaolmao
Last edited by nomorholywar on Thu Dec 31, 2009 3:06 pm; edited 1 time in total | |
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BackThatThingUp Recruit
| Subject: Re: Locust Trigger Thu Jan 07, 2010 6:47 pm | |
| i'm an idiot. sorry for wasting your time. it works. thanks aton lmaolmaolmaolmao -- Uhm.. here is my original trigger.. function Trig_Collis2_Func001A takes nothing returns nothing call TriggerRegisterUnitInRangeSimple( gg_trg_Collision1, 50.00, GetEnumUnit() ) call UnitAddAbilityBJ( 'Aloc', GetEnumUnit() ) endfunction
function Trig_Collis2_Actions takes nothing returns nothing call ForGroupBJ( GetUnitsOfPlayerAll(Player(11)), function Trig_Collis2_Func001A ) endfunction
//=========================================================================== function InitTrig_Collis2 takes nothing returns nothing set gg_trg_Collis2 = CreateTrigger( ) call TriggerRegisterTimerEventPeriodic( gg_trg_Collis2, 0.01 ) call TriggerAddAction( gg_trg_Collis2, function Trig_Collis2_Actions ) endfunction
Me, holy and drick tested my map and it literally lagged us out of warcraft III.. Sooo I made LocustCheck trigger that looks like this.. function Trig_LocustCheck_Func001Func001001 takes nothing returns boolean return ( UnitHasBuffBJ(GetEnumUnit(), 'Aloc') == false ) endfunction
function Trig_LocustCheck_Func001A takes nothing returns nothing if ( Trig_LocustCheck_Func001Func001001() ) then call UnitAddAbilityBJ( 'Aloc', GetEnumUnit() ) else call DoNothing( ) endif endfunction
function Trig_LocustCheck_Actions takes nothing returns nothing call ForGroupBJ( GetUnitsOfPlayerAll(Player(11)), function Trig_LocustCheck_Func001A ) endfunction
//=========================================================================== function InitTrig_LocustCheck takes nothing returns nothing set gg_trg_LocustCheck = CreateTrigger( ) call TriggerRegisterTimerEventPeriodic( gg_trg_LocustCheck, 0.10 ) call TriggerAddAction( gg_trg_LocustCheck, function Trig_LocustCheck_Actions ) endfunction
Whenever I use LocustCheck trigger online bymyself, it doesnt lag me like your Loc+Collision did and it completely worked. However, I then posted it on epicwar.com, and gave it to minitony. When he hosted it, the Loc trigger completely stopped working. Help please??? -- PS: if i ever double post again i want all my friends to take rusty knives and repeatedly stab my groin area. | |
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WeStFoLiFeHoMiE22 Recruit
| Subject: Re: Locust Trigger Thu Jan 21, 2010 6:44 pm | |
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nomorholywar Sergeant
| Subject: Re: Locust Trigger Thu Jan 21, 2010 10:41 pm | |
| pinks give an epicwar link for the map here and if youre still having issues ill take a look | |
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WeStFoLiFeHoMiE22 Recruit
| Subject: Re: Locust Trigger Fri Jan 22, 2010 5:36 pm | |
| lol i think his trig is blowed | |
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BackThatThingUp Recruit
| Subject: Re: Locust Trigger Fri Jan 22, 2010 6:34 pm | |
| PS: if i ever double post again i want all my friends to take rusty knives and repeatedly stab my groin area. i never double posted.. w/e here is the epicwar link.. its starting to lag offline now too.. http://epicwar.com/maps/123020/ | |
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Achilles.42 Commander
| Subject: Re: Locust Trigger Fri Jan 22, 2010 6:53 pm | |
| i merged ur 2 posts together same with nomor thats why it dosn't look like u did | |
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BackThatThingUp Recruit
| Subject: Re: Locust Trigger Fri Jan 22, 2010 6:55 pm | |
| oh i didnt notice that uptop lol u did my bad | |
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nomorholywar Sergeant
| Subject: Re: Locust Trigger Fri Jan 22, 2010 7:01 pm | |
| I figured out the problem.
noob maze name = mass lag | |
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BackThatThingUp Recruit
| Subject: Re: Locust Trigger Fri Jan 22, 2010 7:14 pm | |
| -_- <3 but seriously please? >.> ill fxing change the name if u fix it xD | |
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nomorholywar Sergeant
| Subject: Re: Locust Trigger Fri Jan 22, 2010 10:00 pm | |
| there are a bunch of problems with your triggers, the biggest one being that you add locust and collision to the brown units every 0.1 seconds.
It lags because groups lag. Every time you do "pick all units owned by player..." it creates a unit group.
So instead of running that trigger 10 times a second, just run it once at map initialization. then, run individual triggers for adding locust + collision to "last created unit" every time you spawn a unit that wasn't there at map init.
Last edited by nomorholywar on Fri Jan 22, 2010 10:02 pm; edited 1 time in total | |
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BackThatThingUp Recruit
| Subject: Re: Locust Trigger Fri Jan 22, 2010 10:01 pm | |
| thanks homedawg skillet nd biscuit | |
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| Locust Trigger | |
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