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Two Problems [bugs] Delaying Distribution of Map

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[Introduction]
I am from a group called EndlessWar Productions and currently we are working on recreating the popular AoE: The Conquerors map "Castle Blood" and bringing it to Warcraft (hopefully RoC, but right now only for TFT). This map contains all the goodness of the old AoE versions (if anyone has ever played it),but with the power of the WE we brought a whole new aspect of Heroes involved in gameplay.BTW credits have yet not been written up but several of the spells we are using were U.V.(others sorry for not mentioning you but his name came up in my head first).
[The Overview]
"Castle Blood" (as mentioned up there) is originally formatted for AoE and compared to Warcraft's WE is pathetic...and considering how much fun the game was and so much more we could do with it on Warcraft began the project.
Castle Blood is a 4v4 (also 1v1-4v4) map in which the objective is to work with your allies creating units from your castles to destroy your enemies castles. Each player is a different race (human, night elf, orc, and Undead) and each player has his base with four castles and a blacksmith:I could go on, but i won't unless you have any questions; it gets into getting different units to produce from you castles with the number of kills you get, and also getting researchs and stuff.
topviewcastleblood3cc.jpg
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[The Bugs!]
As for the distributing of this game on bnet, we have hit a stand-still. Two major bugs we cannot seem to fix:
1. Victory and Defeat: If I were to destroy an enemies castles (all 4 of them) he wuould be defeated. Well, this is not the case...it doesn't work! Here are the triggers for the non-working Victory and defeat:
[Defeat:]
Player 1 Defeated
Events
Unit - A unit owned by Player 1 (Red) Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Human Castle 0000 <gen> is in (Units in Player 1 Castle Region <gen>)) Equal to False
(Human Castle 0001 <gen> is in (Units in Player 1 Castle Region <gen>)) Equal to False
(Human Castle 0002 <gen> is in (Units in Player 1 Castle Region <gen>)) Equal to False
(Human Castle 0004 <gen> is in (Units in Player 1 Castle Region <gen>)) Equal to False
Then - Actions
Unit - Remove Human Peasant 0006 <gen> from the game
Unit - Remove Human Blacksmith 0005 <gen> from the game
Unit - Remove Cannon Tower 0026 <gen> from the game
Unit - Remove Cannon Tower 0025 <gen> from the game
Unit Group - Remove all units from (Units owned by Player 1 (Red))
Game - Defeat Player 1 (Red) with the message: <Empty String>
Else - Actions
Do nothing
[Victory:]
Player 1 Victory
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Player 5 Castle Region <gen>)) Equal to 0
(Number of units in (Units in Player 6 Castle Region <gen>)) Equal to 0
(Number of units in (Units in Player 7 Castle Region <gen>)) Equal to 0
(Number of units in (Units in Player 8 Castle Region <gen>)) Equal to 0
Then - Actions
Game - Victory Player 1 (Red) (Show dialogs, Show scores)
Else - Actions
Do nothing


Just to let you guys know, I am not the biggest trigger person, thats my brother and i think somewhere in those triggers (or supposed to be) is when castles are destroyed remove all of that player's units along with announcing defeat on that player. If not tell me how to do it.

[Second Main Bug...LAG!]
This game is known for its huge spectacular battles, so you can rightly assume that THIS GAME LAGS horribly...and that is just the battles. This map also contains numerous custom spells, heroes, music files, (for taunts, which is something we are bringing in from AoE)...etc. Is it possible to reduce the games overall lag so atleast there will be some improvement. I've tried those Widgetizer programs and other similar to it...sure makes the game a smaller file and helps you load it faster, but it doesn't improve the lag during the game; to clear things up, the lag i am talking about isn't someone else lagging it is the game is lagging (though it could be those aol dial-up users..omg we all hate them!). So if anyone knows how to reduce all that crap please tall me! :?


all the other minor bugs we can fix ourselves , and if we couldn't we would come back here for expert advice which i know you guys always give right? 8)
 
Level 3
Joined
Sep 28, 2004
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K, wow...you need to look at different comparisons...really...


Use Boolean Comparison - Unit is still alive (refer to the 4 castles)

Maybe the lag is because this damn trigger runs every time a unit dies. o_O
 
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