as all of us well known, valkyrie doesn't attack after the game has gone for a while...
I still want to keep the attack mode of valkyrie( 2*4 missile packet) but I want to get rid of this major bug... cause valk is like one of my important units in the game...
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It locks up when there is not enough memory to hold the data for the projectiles. SC uses fixed size arrays for data, so once they are full, you have to wait for it to empty out some of the old entires(meaning the weapons disappear) before it can use new ones.
Post has been edited 1 time(s), last time on Dec 22 2008, 10:55 pm by Killer_Kow.
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STF mod creator, Modcrafters.com admin, CampaignCreations.org staff
Yep, and it can happen to any and all units if there are too many projectiles being created at once. The Valkyrie just happens to produce a lot, so you'll see the problem first on her.
Solution: DoA's limit expander! w00t. Only works on 1.13/1.10, though.
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DoA: iirc you also said that the valkyries in specific don't attack is because they wait for more slots to be open, than other units right?
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so what's the solution?
Because i got a spell called overload where valkyrie shoots like 30 missiles (much like that protoss air unit in sc2)..
so the only thing I can do is suggest only 2v2's and no 3v3's..?
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Solution: DoA's limit expander! w00t. Only works on 1.13/1.10, though.
You can change the stats of units to make it seem like 1.16.
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lol...
but the giveup of that is I have to delete everything that I have that has to do with FG and go back to StarGraft's time...
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Solution: DoA's limit expander! w00t. Only works on 1.13/1.10, though.
... Apparently you weren't informed that this still crashes the game randomly -- as is Iskatu's case.
scwizard - yes, the valk has a lower limit than the rest of them.
yes, I know about the crash. no I haven't had time to find it. I remember vaguely where in the code it shows up, but making it happen is very hard to do.
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so what's the solution?
Because i got a spell called overload where valkyrie shoots like 30 missiles (much like that protoss air unit in sc2)..
so the only thing I can do is suggest only 2v2's and no 3v3's..?
To some extent. Minimizing sprite counts in general is typically a good idea ( i.e., removing overlays from unit attacks, reducing the sprites spawned by projectiles, etc. ) . Sprite overloading seems, in my experience, to be a problem in most large mods, and a number of UMS maps beside.
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wait a second...
Does sprites remove themselves after a while?
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wait a second...
Does sprites remove themselves after a while?
When they reach the "end" command in the iscript. >.>
k, thank you everybody...
this post has served its purpose already
and merry Christmas~
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