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| | #1 |
![]() Join Date: Mar 2008
Posts: 13
![]() | My monsters 'twitch' when hit I'm having an odd problem with my map: When monsters are being hit by units (which have a very small collision size (which was 1, but i raised it to 8 and that didn't fix anything) whether melee, ranged or even ranged towers, they 'twitch' and never complete a full swing. They are effectively paralyzed. As you can imagine, this makes the monster spawn much easier than it should be and I am having balancing woes. Can anyone help me figure this out? |
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| | #2 |
![]() Join Date: Sep 2006 Location: Denmark (GMT+1)
Posts: 2,173
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Re: My monsters 'twitch' when hit Never heard of that symptom before. Any abilities on the unit there is attacking the creep? |
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| | #3 |
![]() Join Date: Mar 2008
Posts: 13
![]() | Re: My monsters 'twitch' when hit No, the tower has no special abilities and the units also have no special abilities. ...here is a copy of my game. Play it and see. |
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| | #4 |
![]() Join Date: Jan 2008 Location: *Don't look under the stairs*
Posts: 320
![]() | Re: My monsters 'twitch' when hit Thats kinda funny, i'm no expert, but maybe the units have too many targets or something? Its a longshot, but try having less but stronger temple defenders. Oh, Btw, good looking map =). |
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| | #5 |
![]() Join Date: Sep 2006 Location: Denmark (GMT+1)
Posts: 2,173
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Re: My monsters 'twitch' when hit Hmm it looks like the AI can't choose it targets. |
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| | #6 |
![]() Join Date: Mar 2008
Posts: 13
![]() | Re: My monsters 'twitch' when hit First of all, that's an interesting suggestion. I would never have thought of that. If you played the map you will have noticed that I have shrunk all the temple defender units, so that the game looks like its in 'high res'. I also reduced the collision size, so the units get closer together (and can walk through tighter areas). However, that has been the case for hundreds of versions and this twitch bug is 'relatively' new. I have also reduced the monster collision size to 8.00, so that they could get closer together. Could this have something to do with the problem? I can't say for certain, but the twitch bug may have happened around the time I changed the monster collision size. I need to figure this bug out as soon as possible as I can't balance the monsters until this bug is removed. I've made the level 9 monsters extremely powerful...except they don't seem that way since they just sit around twitching! I will report back later...:P Last edited by Aro2222; 03-17-2008 at 10:24 PM. |
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| | #7 |
![]() Join Date: Sep 2006 Location: Denmark (GMT+1)
Posts: 2,173
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Re: My monsters 'twitch' when hit I can't see how this is because of the creeps collision size. Try disable the AI? |
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| | #8 |
![]() Join Date: Mar 2008
Posts: 13
![]() | Re: My monsters 'twitch' when hit How do you disable the AI? |
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| | #9 |
![]() Join Date: Mar 2008
Posts: 13
![]() | Re: My monsters 'twitch' when hit I did a test that might help shed light on this problem: When I place a unit on the map (so the map starts with the unit), when it is being hit it DOES NOT TWITCH When a unit that is being spawned and told to attack by my trigger comes down...IT DOES TWITCH. Interesting. I am going to take a closer look at my spawn trigger. |
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| | #10 | |
![]() Join Date: Sep 2006 Location: Denmark (GMT+1)
Posts: 2,173
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Re: My monsters 'twitch' when hit Quote:
Try this: Code: Disable AI
Events
Map initialization
Conditions
Actions
AI - Ignore the guard positions of all MyPlayer units Also if you have TFT try set Guard Distance in the Game Constants to 9999 same with return time under AI. | |
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| | #11 |
![]() Join Date: Mar 2008
Posts: 13
![]() | Re: My monsters 'twitch' when hit I did what you said, but they still twitch ![]() I cleaned up my triggers, but that didn't help. I don't know how to copy/paste my GUI code into this like you did...so here's what it looks like when I convert it to custom text. Code: function Trig_The_Main_Spawner_Copy_Func008C takes nothing returns boolean
if ( not ( udg_iMonsterSpawnUnitPointer >= udg_aGameMaxSpawnedUnitCount ) ) then
return false
endif
return true
endfunction
function Trig_The_Main_Spawner_Copy_Actions takes nothing returns nothing
set udg_Temp_Point = GetRectCenter(gg_rct_Iblis)
set udg_Temp_PointTemple = GetRectCenter(gg_rct_Temple)
// Set Evil Power
set udg_evilpower_real = ( udg_evilpower_real + 0.18 )
set udg_evilpower = R2I(udg_evilpower_real)
// Set Pointer
if ( Trig_The_Main_Spawner_Copy_Func008C() ) then
set udg_iMonsterSpawnUnitPointer = 1
else
set udg_iMonsterSpawnUnitPointer = ( udg_iMonsterSpawnUnitPointer + 1 )
endif
// Spawn Creatures
call RemoveUnit( udg_uSpawnedMonsters[udg_iMonsterSpawnUnitPointer] )
call ConditionalTriggerExecute( gg_trg_Random_Number_Picker )
call CreateNUnitsAtLoc( 1, udg_uLevel[udg_evilpowerrandompick], Player(9), udg_Temp_Point, bj_UNIT_FACING )
set udg_uSpawnedMonsters[udg_iMonsterSpawnUnitPointer] = GetLastCreatedUnit()
call IssuePointOrderLocBJ( GetLastCreatedUnit(), "attack", udg_Temp_PointTemple )
// Remove Points
call RemoveLocation (udg_Temp_Point)
call RemoveLocation (udg_Temp_PointTemple)
endfunction
//===========================================================================
function InitTrig_The_Main_Spawner_Copy takes nothing returns nothing
set gg_trg_The_Main_Spawner_Copy = CreateTrigger( )
call TriggerRegisterTimerEventPeriodic( gg_trg_The_Main_Spawner_Copy, 4.00 )
call TriggerAddAction( gg_trg_The_Main_Spawner_Copy, function Trig_The_Main_Spawner_Copy_Actions )
endfunction |
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| | #12 |
![]() Join Date: Mar 2008
Posts: 13
![]() | Re: My monsters 'twitch' when hit the above trigger is not the problem. i removed it completely and replaced it with a trigger that did nothing but spawn a unit and send it in to attack (two lines long) the monsters still twitched. |
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| | #13 |
![]() Join Date: Sep 2006 Location: Denmark (GMT+1)
Posts: 2,173
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Re: My monsters 'twitch' when hit I can't see the problem in the map. I don't think it is a trigger that are causing the troubles. I'm almost 100% sure it is the AI. Why?
Hmm but I don't know how to fix it... |
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| | #14 |
![]() Join Date: Mar 2008
Posts: 13
![]() | Re: My monsters 'twitch' when hit In the beginning of the map there are 5 generals out front that get attacked by the spawn. They're all the same priority (all the same unit) and it still twitches. I did some error checking and found an interesting result: I deleted all the units in the game and then had only default setting units being created / being attacked. It still twitched. So then, I created a new map and created a simple spawn attack trigger, and it didn't twitch. (So it's not an internal problem with my game) So then, I deleted all my triggers and just created 1 simple spawn trigger...IT DIDNT TWITCH. The problem is with one of my triggers. I'm going to delete them one by one until it stops and then I will have a good idea where the problem is. |
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| | #15 |
![]() Join Date: Mar 2008
Posts: 13
![]() | Re: My monsters 'twitch' when hit I fixed it! I totally forgot I had this trigger... Whenever an enemy unit is attacked it commands that unit to attack-move to the end position again. I originally put this in many many many versions ago to help the monsters from getting stuck. Since then, I have found better ways of doing this but, I never actually removed the trigger. It's gone now. Nothing is twitching. Hallaleuja! ![]() Thanks for your help Mr. Zero, you got me thinking the right way! |
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| | #16 |
![]() Join Date: Sep 2006 Location: Denmark (GMT+1)
Posts: 2,173
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Re: My monsters 'twitch' when hit Oh, well glad I helped . |
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