- Joined
- Jan 12, 2014
- Messages
- 64
Hello Everyone , i have a problem , im creating a survival map and when creeps summoning some of creep dont move and just stand where they summon, what should i do? i wrote a trigger for every wave creating creep.
|
Pick every unit of creeps inside the region of spawning and order picked unit to move.
- Actions
- Custom script: set bj_wantDestroyGroup = true
- Unit Group - Pick Every Unit in (Units inside #region# matching condition (Unit-type of matching unit) Equal to #your creep type# and do multiple actions :
- Loop - Actions
- Unit - Issue Order (Picked Unit) to Move to 'Your point'
well...
I don't really know how it works so I don't know why it wouldn't.
Idc if you copy and paste it from my map... if you can read the triggers right.
its JASS? i dont know anything about it ((
how can i import it to my map?
No not the JASS part.
What you need is the part where I order the minions to attack.
player 11 and player 12 are allied to the teams 1-5 and 6-10
- Minion Order Blue Mid
- Events
- Unit - A unit enters Region Blue Mid <gen>
- Conditions
- (Owner of (Entering unit)) Equal to Player 11 (Dark Green)
- Actions
- Unit - Order (Entering unit) to Attack-Move To (Center of Region Red Mid <gen>)
These triggers order the units to attack the other side.
To create the units, you can either do "create (...) units of type (...) at location (center of region (...))" or you can make a building at that location and make that one recruit units. (make sure that the cost and recruitment time are set properly)
(You should use Triggering unit though.)
You should fix the leaks, or that is going to lag away.No not the JASS part.
What you need is the part where I order the minions to attack.
player 11 and player 12 are allied to the teams 1-5 and 6-10
- Minion Order Blue Mid
- Events
- Unit - A unit enters Region Blue Mid <gen>
- Conditions
- (Owner of (Entering unit)) Equal to Player 11 (Dark Green)
- Actions
- Unit - Order (Entering unit) to Attack-Move To (Center of Region Red Mid <gen>)
These triggers order the units to attack the other side.
To create the units, you can either do "create (...) units of type (...) at location (center of region (...))" or you can make a building at that location and make that one recruit units. (make sure that the cost and recruitment time are set properly)
(You should use Triggering unit though.)
You should fix the leaks, or that is going to lag away.
Both performed like a train wreck with that many units, even lowering game speed on the most modern of computers.Just watch SupCom and SupCom FA...
Being a multi-threaded game, FPS have nothing to do with game speed.It runs with too high fps for me to notice lagg.
I just never could feed my people in that game, no mater how many farms I made. I wonder if it was some hidden protection mechanism even? I mean it was like the person ate 2 food to make 1 even if they were motivated.economy system of stronghold
No it has not. Unlike the days of Empire Earth where CPUs were doubling in clock every year or so, now they have the same clock rate as they did 5-6 years ago, although about 10% higher. Graphics have sure improved but too bad that has nothing to do with the complexity of your RTS.Hardware has improved a lot... now it is the turn for software.
In Supreme Commander it automatically lowered speed so everyone played at the same speed for computers too slow to cope. In supreme commander 2 this was most noticeable when someone with some museum piece was playing the game would crawl and as soon as he left it looked like everything entered hyper speed as the battle that took you 1 minute to do ended in 1 second and your base was destroyed.btw lowering game speed is a bit buggy I guess. I can see massive lagg.
At least I do not notice lagg.Being a multi-threaded game, FPS have nothing to do with game speed.
I get what you say... when I started stronghold, I never got my popularity above 30I just never could feed my people in that game, no mater how many farms I made. I wonder if it was some hidden protection mechanism even? I mean it was like the person ate 2 food to make 1 even if they were motivated.
Well now you see that I am too young to know that the improvements 6+ years ago were better than now.No it has not. Unlike the days of Empire Earth where CPUs were doubling in clock every year or so, now they have the same clock rate as they did 5-6 years ago, although about 10% higher. Graphics have sure improved but too bad that has nothing to do with the complexity of your RTS.
lolIn Supreme Commander it automatically lowered speed so everyone played at the same speed for computers too slow to cope. In supreme commander 2 this was most noticeable when someone with some museum piece was playing the game would crawl and as soon as he left it looked like everything entered hyper speed as the battle that took you 1 minute to do ended in 1 second and your base was destroyed.
Yes but lots of units with their own roles and stuff brings more strategy to the battles.Lots of units does not make something better. If it did then everyone would hail "Empires Dawn of the Modern World" as the best RTS as that had practically no limit to unit pop.
Which Empires Dawn of the Modern World had. It was made by the most of the best of the Age of Empires crew after all.Yes but lots of units with their own roles and stuff brings more strategy to the battles.
If it is open source pay with your brilliance.Hearts of Oak is becoming a really good game if I watched the movies correctly. I would pay a million to speed the process up if I had the money for it
That is hard if for me...If it is open source pay with your brilliance.