Hey ppl,
I have a Ghost that has 2 locations centered on him. When he moves out of that location the location follows him. Along with the location moving I have a Lurker and a mine in those to locations following him.
Doing this create alot of lag when I walk over the lurker and mine togeather. I can not have this. You guys have any ideas to get around slowing down the ghost by walking over borrowed things?
Would making the game faster help? If so how do you make the game 2x the norm or even 4x?
Ocean/lll
like i said b4 to u
If u dont want the ghost to be slowd down, remove the lurker and make it only appear if theres an enemy near it . and i dont know if the game speed would help but it would make the ghost walk very fast (the whole game changes) but wait triggers wont work well. 2x speed = map revealer first on left corner of map
4x speed = scarab first on left corner of map
remmeber to put em as first unit ever in map
And now im saying it again I cant remove the lurk when theres an enemy by. The lurk always has to be there. If changing the speed of the map would help please say so.
alrite ur confusing me
Why does the lurker have to be there?
Ok the mine has to be the closest one from the ghost because the lurker attacks the ghost the mine has to be in the way of the attack. I cant say anymore.
So there's a ghost running around and a mine following it and a lurker constantly attacking the mine and splashing the ghost?
Please clarify. I can only imagine what you might want to have.
So you wanted to have these 3 units in a line. First the ghost(he is the one you control and that walks), then the mine(what is a mine??) and last the lurker, that attacks always the ghost and hits with that the mine.
OR
Do you want to have the mine and the lurker moved individually(at different times, with different location sizes) to the ghost?
With lag you mean the slowdown effect?
What do you mean by lag? the game is slow, the triggers are slow, or what?
If it's the game maybe its your triggers. Instead of using preserve trigger for moving locations, move them when the ghost leaves the location.
If it's the triggers that take forever to work, make sure waits aren't stacking.
Ok I think I have figured this one out I will be using a ling instead of the mine so I can run over it faster.
Units skip a frame of there animation when a unit is moved directly below it. What you need to do is move the lurker to the side of your unit or simply don't move it as often (ie, slower triggers)
Hey ppl, actaully I figured something out/new out. If the unit you are moving over is newtral, the lag doesnt happen. Problem soved.
But I am faced with a new problem.
How can I make a neutral unit (Medic) make another unit blind? I k the unit that I want blinded has to be 81 or higher but can a neutral unit produce a spell? How can I make the medic use the blind spell. Any Ai scripts?
QUOTE(lll @ Feb 11 2006, 01:59 PM)
Hey ppl, actaully I figured something out/new out. If the unit you are moving over is newtral, the lag doesnt happen. Problem soved.
But I am faced with a new problem.
How can I make a neutral unit (Medic) make another unit blind? I k the unit that I want blinded has to be 81 or higher but can a neutral unit produce a spell? How can I make the medic use the blind spell. Any Ai scripts?
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It's not that you are moving over a burrowed unit, it's the fact that the unit is being moved under your unit.
I don't think units pelonging to P12 (Neutral) are capable of any form of attack or spell cast..
Nope. They need to be able to run AI scripts. Only computer players can run AI scripts.
Im not using p12. Im using p6 and p8 and setting them to neutral. What AI script encourages a medic to use blind? Is there any?
Setting them to neutral? What do you mean by that? P12 is the only "Neutral"...
You can set any player to a neutral state...
Use death counts as waits to slow it down