Collected problems ;D

Rushhour

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1. I have been trying out some stuff for a mazing TD, but I can't make it work probably. The creeps are ordered to move from point 1 to point 2, in between I can build up my maze.
The units have an attack that can damage the towers (tested).
The units have 0(1) Collision Size, the towers (standard humantower groundmap) 72 Collisionsize.

But when I close the maze at some points they don't even start moving into it, they just move left and right near point 1, I want them to walk as far as possible and then attack.
Also somtimes they do that "dance" even if there is no direct blocking of towers (I checked the pathing map), that means only one space left to walk through, but that should be enough.
I looked in some other mazing TD's but they didn't do anything special to avoid this ?!

2. For the jasser: I always wondered if it is necessary in scopes to destroy (scope-)global group variables and null them; same for units. (good old leaks)

3. What do you like most at a towerdefense. (e.g. tower abilities, terrain, heroes, enemies,...)

4. Did anyone ever have the same "bug" that the (advanced) tooltip goes wild? It's the basic repair ability (just some minor changes) which seems to preduce random letters and numbers :nuts:

5. I'm sure I forgot something ..
Edit: Yes, how many units can be safely stored in a unitgroup? What happens if the number gets to big? I know, this could be tested, but when I already got my thread here.. :D
Thanks in advance, Rushhour
 
2. For the jasser: I always wondered if it is necessary in scopes to destroy (scope-)global group variables and null them; same for units. (good old leaks)

If you don't need the variables any more, destroy / remove them. Otherwise, leave them around.

4. Did anyone ever have the same "bug" that the (advanced) tooltip goes wild? It's the basic repair ability (just some minor changes) which seems to preduce random letters and numbers :nuts:
Answer to you question: Nope.
More helpful: Post your tooltip / screenshot of the ability.
 
1: No idea sorry

2: Always destroy what's not needed

3: Abilities, I like tds where you need to micro a little

4: Screen shot?

5: Warcraft will freeze before you hit the limit.
 
1. I have been trying out some stuff for a mazing TD, but I can't make it work probably. The creeps are ordered to move from point 1 to point 2, in between I can build up my maze.
The units have an attack that can damage the towers (tested).
The units have 0(1) Collision Size, the towers (standard humantower groundmap) 72 Collisionsize.

But when I close the maze at some points they don't even start moving into it, they just move left and right near point 1, I want them to walk as far as possible and then attack.
Also somtimes they do that "dance" even if there is no direct blocking of towers (I checked the pathing map), that means only one space left to walk through, but that should be enough.
I looked in some other mazing TD's but they didn't do anything special to avoid this ?!

There have been many of these thread around... Try searching for it ;)

2. For the jasser: I always wondered if it is necessary in scopes to destroy (scope-)global group variables and null them; same for units. (good old leaks)

Well, you can use one, single, global unit-group for all non-wait grouping, like GroupEnumUnitsInRange stuff ;)
That way you're just adding units to the group, and it'll only leak one single unit-group the entire game, so that'll let some load off the processor, because it doesn't have to keep creating and destroying group all the time ;)

3. What do you like most at a towerdefense. (e.g. tower abilities, terrain, heroes, enemies,...)

Well, tower abilities is always nice, though I like passive ones and auras better than usable spells since you usually have a lot of towers, and it's hard to use all their spells when enemies arrive XD
(Maybe auto-cast then :p)
And also, I really like a wide variety of towers, and upgrades :D
It's always fun to see how much you can upgrade the towers ;)

4. Did anyone ever have the same "bug" that the (advanced) tooltip goes wild? It's the basic repair ability (just some minor changes) which seems to preduce random letters and numbers

Hmm, as Tru_Power22 said, a screenshot would be good here ;)

5. I'm sure I forgot something ..
Edit: Yes, how many units can be safely stored in a unitgroup? What happens if the number gets to big? I know, this could be tested, but when I already got my thread here..
Thanks in advance, Rushhour

Well, i'd believe that it's irrelevan, because you can store more units in a unit-group than you can have units in-game before it'll lag too much ;)
 
Ok, first: I did search! And I didn't only look at the first page. ;P
But most threads, and all guides I found deal about maze maps where you walk with a hero/unit through a maze.
Nowhere a hint what might causing the problem, just read some things about the collision size and that creeps should be able to attack and that they should be ordered to "move" and not to "attack", which I tried all.

Yea I know I shouldn't create and destroy groups each time the scopes uses them, but I need to be sure that they are clear and don't leak, since the spell is cast quite often ;) --> Is GroupClear(g) and then set g=null enough then?

To the bug, I made some screens, here they are:
I got the German WE, so sorry for the Object Editor screen. But I'm sure most of you don't understand German ;)
Edit: Now you see :D
repair3.jpg

repair4.jpg
 
Yea I know I shouldn't create and destroy groups each time the scopes uses them, but I need to be sure that they are clear and don't leak, since the spell is cast quite often --> Is GroupClear(g) and then set g=null enough then?

Only [ljass]call GroupClear(g)[/ljass] ;)
And, you define the global like:
JASS:
globals
    group g = CreateGroup()
endglobals

;)
 
yeah thanks, I'm still getting confused about the nulling. Since the day I read the tutorial about leaks I'm suspucious to everything but a WE-global :D
(No, I don't set integers to 0 ! :O )
But I still got the mazing and the tooltip problem.

Ok the tooltip isn't really a problem, but I'm curious how the textstrings are produced though I didn't write anything in the advanced-tooltips in the Object Editor.
 
It's because you wrote nothing at all it goes like that. It's because the ability is autocast. Try removing the text at another autocast ability and you'll get the same result. Just write a space and it should work again.
 
Thanks, seems to be a solution, but where does it get the text from then? some things are even readable :D

Anyone experienced in mazing TD maps?..
 
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