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Fishy questions

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---Question 1---
Is locust drunk ?
I have a dummy unit based on locust
moment type flying - moment speed 400
When I order it to move (yes using as a projectile and dont tell me to use waves)
It goes like its drunk (zigzagoon)
Any ideas ?


---Question 2---
Can anyone make a Anti-Block system for map I attached here ?
Umm You may also take it as gift I wont work with it anymore
 

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Level 11
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For the last time, theres almost no way to build an anti block system. This is because every maul and td I've EVER seen, just use the 'move' command. Theres nothing more to it. As long as you have locations every 2000. That tell the unit to move to the next location, there won't be any problems. Also, as far as I know theres no possible way to make a unit sway as it walks besides modifying animation.
 
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umm unit is locust based and it has no model
well I'll try to disable collisions and some other stuff
 
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I doubt that would work, because the fastest it could be is 520. Thats a limit enforced by the Game Engine. If your a good mazer then the time it takes for that invisible unit to go all the way through could be several minutes. (Possibly quite a bit longer)
 
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I went over this about a million times. No it won't. If you want proof, try it. First of all units don't stop when they are unable to complete a move order, they simply move in circles. Second of all they're not ordered to stop, they just do. So neither this nor a periodic trigger checking if a unit was stopped would work. The way TO make it work, is just to order them to move to a loaction. If something gets in their way, they well attack it. This is the way its done in WM and WMW. Trust me, I worked on a version of WM for quite a while.
 

Dr Super Good

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The best way is to perodicly send out a test unit to a waypoint that is invisable to humans (no model) and has no colission and high speed. If the dummy fails to make it to a certian point of a units course in time, then it is given an damage aura to kill the towers untill it makes it to the desternation.

This would stop people blocking or messing up WC3s pathfinding with complex long and stupid maze ideas.
 
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or, you could just give the dummy unit that walks a immolation aura that wont fully kill the towers, only if it stops or repeatedly walks the same path?

when the dummy unit reaches the location, pick all the towers all heal them fully?
 
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my background is: i am simi-new to mapping on W3, i used to do starcraft etc.
my idea is: have a unit run from point A --> B and have a location that follows him, if the unit is in that location to long its blocked. something along the lines of:

give unit "block checker" max run speed and have a location named "check for block" a decent size to account for the randomness they do when they are stuck. wall them a few times to check this.

trigger1
condition - every 5 seconds
action - set location "check for block" to center on unit "block checker"

trigger2
condition - if unit "block checker" is in location "check for block" for 20 seconds
action - atk move for x seconds / atk move 1 second with aoe / blow shit up in location etc

sorry i dont know the exact code, once again im new to w3 but i like to learn so hopefully ill have a decent map out soon.
hope this helps and good luck on your defense map (my favorites)

YO_MA_MA
 
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Level 10
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it is so simple, i did it in a td map of mine

Order an players' enemy inspector unit to move until the destination via triggers. And if he detects blocking, he will forget his order and attack any enemy structure near, and kill it. Put incredible chaos damage and some splash to the inspector to avoid abuse of this.

You are not gonna get to know if anyone blocked, but the blocker will suffer a mass destruction in its defenses and won't do it again.

This system is used in line tower wars, and I have never seen any abuse or leak of it.

It works with the most complex mazes, and the inspector won't walk in circles at all.
I already tested it many times.
 
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