America Zombie Invasion

Dave312

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If you increase the timer of the Oil Pump trigger to 20 seconds, then it should only be able to target 1 oil patch at a time.

Personally I would avoid using timers to select an oil patch to harvest. Instead you should run the oil pump trigger when a) a harvester is built, or b) an oil patch is killed. You will also need to pass the triggering oil pump to the trigger so that you don't need to loop through every pump.
 

HydraRancher

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Personally I don't want to use larger dummies, it would look awkward if four patches suddenly dissapeared.
 

Dave312

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The only other way I can think of is to turn the oil patch texture into a model and use a destructible so you don't need to worry about dummies. Then it could just work like trees.
 

Never_Quit

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For #1:

This has nothing to do with the defending unit. The attacking unit's attack animation is displayed incorrectly. To change this alter these fields:

changeonattacking.jpg

^^to fix attack.

thistoo.jpg

^^to fix repair
 

HydraRancher

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For #1:

This has nothing to do with the defending unit. The attacking unit's attack animation is displayed incorrectly. To change this alter these fields:

changeonattacking.jpg

^^to fix attack.

thistoo.jpg

^^to fix repair

Sorry? Why would adjusting animations affect the attacking range of units?
 

Never_Quit

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Sorry? Why would adjusting animations affect the attacking range of units?

O sorry. Thats timing of attack. o_O

Change your attacking units data fields of:

Combat - Attack 1 - Range = 0
Combat - Attack 1 - Range Motion Buffer = 0

This will only allow the attack to register only at the origin of the unit. Edit: (or as close as they can get as long as they touch)

Change the ability "Repair (Human)"'s data field to

Stats - Cast Range = 0

I would also recommend changing the shadow shape of the zombies. (Its a little too large right now:))
 

HydraRancher

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Oh. My. God. IT WORKS! FINALLY! I've had this problem for months! I just have 1 more query, which is the big blank space. Thanks for the help! +rep.

I also still have the oil problem.
 

Never_Quit

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To fix the remainder of problem 1, I need to know more information. Does it display on all melee attackers? Does the space display on all units of all attack types? Does it only appear on heroes?
 

HydraRancher

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To fix the remainder of problem 1, I need to know more information. Does it display on all melee attackers? Does the space display on all units of all attack types? Does it only appear on heroes?

I have no heroes, so I'm not sure on that one. It displays on all melee attackers, and displays on all attack types.


I also have a query about the oil problem, could I use doodads instead? And use hashtables to determine who owns it?
 

Never_Quit

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Ground Check / Changer

I have no heroes, so I'm not sure on that one. It displays on all melee attackers, and displays on all attack types.


I also have a query about the oil problem, could I use doodads instead? And use hashtables to determine who owns it?

The extra enter sounds like an issue with your user interface text under your game interface. It will not cause any problems but is probably related to a bug in the WE. I've had maps get corrupted and stop displaying tooltips all together. Luckily, I had another backup that still worked. If you really want it fixed I recommend you sift through your Game Interface menu selection under the Advanced tab.

A hash-table would be an effective way to handle the data, but you would need to have a 4 dimensional hash table to get it to work properly [x,y,health,player] which we cannot do. We could make three hashtables relate to each other using specific indexes to create enough space to make a psuedo 4d hash table, but I think it is too messy for what we actually need.
Also note that with your current way, there will be errors when players build next to each other. The dummy unit would die twice as fast and possibly error out. I would recommend a more fuzzy logic approach to the situation.

This method will use each individuals "special value" property, the Spirit Touch abilities spell cast and cool down, and temporary points that will only register on a unit's special value ticking down to zero. Spirit touch will be set require 0 mana. Spirit touch will be set to the oil rigs "auto cast." Therefore, everyone's oil rigs will be firing at random times depending on the time they are built. Since the target space will be instantaneous, there will be no errors (hopefully).

I've attached the map.
Right now, because of the autocast targets, it requires an operator or dummy unit with mana that has positive regen.

Note that my code may potentially memory leak.

EDIT: Also notice that in the embedded loop, it can be optimized to run 40 polar checks with that distance: It is currently set to 85 comparisons.

At 40 comparisons, although most efficient, there is an issue with the certain oil pumpers at odd coordinates not fully collecting all surrounding oil. This is from the minimal points being checked falling in the same square.
 

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