@XViper: Go The Splitterling is already set to spawn, the thing is it was made in a way to require an upgrade. Even though you must have the upgrade to make them in the first place. If you remove that or give the upgrade to the player somehow it will be fixed, no need to add extra effects.
Hmm... ok. I'll look into it a bit further.
I couldn't see the spawn affect on the "Big" splitterling.
What I think has happened is I am using a different upgrade to allow the strain to be built than the other the game is using by default to allow the splitterlings to be spawned.
Found the validator on the effect, and it was different from the upgrade I was using.
So I removed the upgrade requirement, and reset the Splitterling back to default, and you're right, all working.
BUT I'm still getting 4 splitterlings.
I changed the number spawned from "2" to "1", and now I'm getting 2. When they spawn, only ONE of the pair is selected.
This leads me to believe there is somehow/somewhere a second copy of this effect running when the baneling dies.
It's not a big deal, but the perfectionist in me wants to know why >_>
@XViper: Go I tried to check what I changed in my own mod that could have altered that but found nothing. My splitterlings spawn 2 units. Maybe you changed something you need to undo? Are you making these tests offline or online?
Its probably related to the "two of everything" problem I'm having everywhere else. So its essentially running things 'twice' due to some weird dependency bug or something.
I haven't looked at the splitterling again in a little while, but I'm going to reset the unit back to default (although I'm pretty sure I haven't changed anything other than the upgrade requirement validator for the splitterling spawns)
I'll update the thread when I get anymore info. Thanks for taking the time to check though.
@XViper: Go Ok, I know what the problem is. I'll go on and say you use a mod, and test it by setting a test map in your preferences that use this mod, right? That's the source of the problem. Opening the map and testing it instead of the mod will fix this issue.
@XViper: Go Yes, because your maps has the mod as dependency and you are testing the mod itself the game applies it twice, causing several bugs in special these multiplication bugs. You can test the map itself or when testing the mod, use a map that doesn't have it as dependency.
I use the first option myself, because this way I can preplace units I want to test.
All game data is being applied twice, once by the mod you're running, and once by your test map calling your mod.
Let's say you have a set effect that creates a zergling and a roach.
Your mod tells the set effect to create these two units. It does so.
However since your test map is loading data from your mod a second time, it's duplicating the set effects and spawning a second zergling and roach.
Just assume that everything in the "effect" editor is being run twice, and it'll help. It spills over to other things, such as if you have an effect that applies a stackable behavior, it'll apply double the number of stacks.
Interestingly, the trigger editor seems to be immune to this.
[SOLVED] If you're going to use a test map for a mod, make sure the test map does NOT already use your mod as an existing dependency.
OR test the MAP separately with your mod as a dependency.
[SOLVED]
Have got the Splitter strain baneling to spawn, but when it dies/explodes it is not spawning the mini splitterlings.
What should I be looking for here? Behaviour? Validator?
All the other strains seemed to be pre-configured for the most part, I'm not sure why Splitterlings aren't working.
Thanks :)
@XViper: Go
I believe there is a death effect field withinin the unit tab.
Found it. Have it working now. Wonder why it wasn't already set?
Although it is set to spawn "2", but it actually spawns 4?
@XViper: Go The Splitterling is already set to spawn, the thing is it was made in a way to require an upgrade. Even though you must have the upgrade to make them in the first place. If you remove that or give the upgrade to the player somehow it will be fixed, no need to add extra effects.
Hmm... ok. I'll look into it a bit further. I couldn't see the spawn affect on the "Big" splitterling.
What I think has happened is I am using a different upgrade to allow the strain to be built than the other the game is using by default to allow the splitterlings to be spawned.
Found the validator on the effect, and it was different from the upgrade I was using. So I removed the upgrade requirement, and reset the Splitterling back to default, and you're right, all working.
BUT I'm still getting 4 splitterlings. I changed the number spawned from "2" to "1", and now I'm getting 2. When they spawn, only ONE of the pair is selected. This leads me to believe there is somehow/somewhere a second copy of this effect running when the baneling dies.
It's not a big deal, but the perfectionist in me wants to know why >_>
@XViper: Go I don't remember having this issue. Does it happen in all situations or just when it attacks?
All situations. If I just kill it with another unit, it will die and spawn 4. If it blows up by attacking another unit, it will die and spawn 4.
@XViper: Go I tried to check what I changed in my own mod that could have altered that but found nothing. My splitterlings spawn 2 units. Maybe you changed something you need to undo? Are you making these tests offline or online?
Tests are offline.
Its probably related to the "two of everything" problem I'm having everywhere else. So its essentially running things 'twice' due to some weird dependency bug or something.
I haven't looked at the splitterling again in a little while, but I'm going to reset the unit back to default (although I'm pretty sure I haven't changed anything other than the upgrade requirement validator for the splitterling spawns)
I'll update the thread when I get anymore info. Thanks for taking the time to check though.
@XViper: Go Ok, I know what the problem is. I'll go on and say you use a mod, and test it by setting a test map in your preferences that use this mod, right? That's the source of the problem. Opening the map and testing it instead of the mod will fix this issue.
OMG yes! That is EXACTLY what I've only just started doing as it was so much easier!
and MAKES PERFECT sense!!
WTF >_< So what is happening exactly?
So its applying things twice because it uses it by default on the test map, then uses it AGAIN because it is set as a dependency for said test map?!
THAT MAKES SO MUCH SENSE.
ARGH(*&#(*&$*(#&
I love you!
@XViper: Go Yes, because your maps has the mod as dependency and you are testing the mod itself the game applies it twice, causing several bugs in special these multiplication bugs. You can test the map itself or when testing the mod, use a map that doesn't have it as dependency.
I use the first option myself, because this way I can preplace units I want to test.
Just confirming that was DEFINITELY the problem.
OMG! How much time I wasted on this!!
THANK YOU.
All game data is being applied twice, once by the mod you're running, and once by your test map calling your mod.
Let's say you have a set effect that creates a zergling and a roach.
Your mod tells the set effect to create these two units. It does so.
However since your test map is loading data from your mod a second time, it's duplicating the set effects and spawning a second zergling and roach.
Just assume that everything in the "effect" editor is being run twice, and it'll help. It spills over to other things, such as if you have an effect that applies a stackable behavior, it'll apply double the number of stacks.
Interestingly, the trigger editor seems to be immune to this.
Hey Tya!
Cool, I inferred correctly :)
I'm so glad I know what is happening now. I was losing my mind :)
Now I can get back to the fun stuff!.
Speaking of fun stuff, HUGE fan of your Desert Strike map. What happened recently when no one could download the latest version to play?
Is that still the case? I've only had a week-old email about it!
Was as of last night. Checked with all my DS friends, same thing. So not just me.
Can you search for it now? I've refreshed the upload and I'm hoping that fixes it!
Edit: Just found it on page 15. Seems it's popularity was reset on US servers.
Popularity likely dropped due to no one being able to play it. :)
I'm sure people will jump all over it soon. I'm at work now, but I'll test it later and let you know for sure via PM :)