Make something similar that suits your needs. This example is on the map starting so some upgrades may be applied afterwards so have a backup event based on a chat command to see if things change.
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Ok try disabling all triggers (Enabled flag is set to off). If this does not work then I will have to guide you through making a very basic unit from nothing as a control incase there is some inherited problem by copying existing units.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Under the trigger editor beneath the trigger library is all the triggers being used by the map. Right click them and there is a flag that says enabled. You will be doing the opposite of what you did for the dehaka gather essence triggers and be disabling every trigger. This will exclude triggers as a possible cause.
If that does not fix the problem create a new unit under the Units data type (do not copy) and give it your Warp Train ability in the Ability: Abilities - Ability field and set up the warp in zealot (that was the unit giving trouble?) button in the command card. Next create a Unit type actor and set the token to your freshly created unit and the Art: Model field to a marine. Finally preplace one of these units on the map and test the map to see if the problem persists. This will limit the cause of the problem down to just the ability or the unit being created by the ability.
If the problem persists check the Handicap being used by the map under Game Variants.
Disable the trigger library? You mean disable all triggers under coop(core), coop(mission) etc? Or is there a specific trigger named trigger labrary?
Its not only zealos that has problems just all warp gate(robotics, stargate etc) units.
I'll try creating a new warp gate. It doesn't need to be a structure right? I'll just create a unit that has only warp gate train ability of a zealot and a model of a marine. Since I dont have a clue imitating the warp ability exactly so I'll just add the same abilty used on my warp gate.
Just the triggers of the map not the library. They are usually in a box beneath the trigger library.
For testing purposes a zealot is enough.
It can be any unit and does not need to be a warpgate. The more you copy the more likely the cause of the problem will carry over. Start with the most basic of units (the one I mentioned in my last post).
Yes use your warp gate ability.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
I missed the moment right after the game started but as you can see the cool down has passed about a quarter but 80 seconds are left. The cool down inside the editor is 150. So its still reduced.
I made a new map with liberty of the wings dependencies (the previous one was legacy of the voids) and here's the result.
Some time in the past year or two Blizzard standardized the display of time in StarCraft II to be real time, instead of game time. This was to avoid the nonsense of SC2 seconds being significantly faster than real seconds. Since all games are played at fastest game speed, the game time advances faster than real time. For that reason all times in the UI are reduced appropriately, so that they follow real time. If one was to alter the game speed dynamically, eg with triggers, then the timings on the UI should change appropriately. If game speed is set to slow then game time passes slower than real time so the numbers would (should...) be bigger.
One can technically solve this by setting the map speed to standard (~16 game frames per second). The speed and timings of everything can be adjusted accordingly so that the overall game progression speed remains the same.
Thanks.. Didnt even thought is was intented. Im just a comeback user who just bought the LOTV a month ago to play coop so I dont really know the balance or patche stuffs. Turned out it was a waste of time.
Though I really appreciate spending time for answering my question this enthusiastically.
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Make something similar that suits your needs. This example is on the map starting so some upgrades may be applied afterwards so have a backup event based on a chat command to see if things change.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
In reply to DrSuperEvil:
So only those three? Those upgrades will not be causing the problem. Did you try running the trigger again with a short delay after initialization?
Silly question but does the cooldown time shown adjust with game speed?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
In reply to DrSuperEvil:
Ok try disabling all triggers (Enabled flag is set to off). If this does not work then I will have to guide you through making a very basic unit from nothing as a control incase there is some inherited problem by copying existing units.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
In reply to DrSuperEvil:
Under the trigger editor beneath the trigger library is all the triggers being used by the map. Right click them and there is a flag that says enabled. You will be doing the opposite of what you did for the dehaka gather essence triggers and be disabling every trigger. This will exclude triggers as a possible cause.
If that does not fix the problem create a new unit under the Units data type (do not copy) and give it your Warp Train ability in the Ability: Abilities - Ability field and set up the warp in zealot (that was the unit giving trouble?) button in the command card. Next create a Unit type actor and set the token to your freshly created unit and the Art: Model field to a marine. Finally preplace one of these units on the map and test the map to see if the problem persists. This will limit the cause of the problem down to just the ability or the unit being created by the ability.
If the problem persists check the Handicap being used by the map under Game Variants.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
In reply to DrSuperEvil:
Just the triggers of the map not the library. They are usually in a box beneath the trigger library.
For testing purposes a zealot is enough.
It can be any unit and does not need to be a warpgate. The more you copy the more likely the cause of the problem will carry over. Start with the most basic of units (the one I mentioned in my last post).
Yes use your warp gate ability.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Actually there are only 2 triggers
https://imgur.com/XoLMhNe
one is the one you told me to test and the other one is just a trigger to make units in the infested bunker.
So I just skipped to step 2
I add a test unit as you said
https://imgur.com/qF8AOHH
I missed the moment right after the game started but as you can see the cool down has passed about a quarter but 80 seconds are left. The cool down inside the editor is 150. So its still reduced.
I made a new map with liberty of the wings dependencies (the previous one was legacy of the voids) and here's the result.
https://imgur.com/k8ToD3r
Ok at least that reduces the possible causes further.
Try disabling the Enable Charge Time Queuing flag under the Warp Train ability?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
In reply to DrSuperEvil:
Ability: Info - Charge - Enable Charge Time Queuing.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
In reply to DrSuperEvil:
As stated before disable the Combine Structure Values (Ctrl+Shift+N) option since that hides a lot of useful fields...
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
In reply to DrSuperEvil:
Sigh, People really need to read patch notes...
Some time in the past year or two Blizzard standardized the display of time in StarCraft II to be real time, instead of game time. This was to avoid the nonsense of SC2 seconds being significantly faster than real seconds. Since all games are played at fastest game speed, the game time advances faster than real time. For that reason all times in the UI are reduced appropriately, so that they follow real time. If one was to alter the game speed dynamically, eg with triggers, then the timings on the UI should change appropriately. If game speed is set to slow then game time passes slower than real time so the numbers would (should...) be bigger.
One can technically solve this by setting the map speed to standard (~16 game frames per second). The speed and timings of everything can be adjusted accordingly so that the overall game progression speed remains the same.
In reply to Forge_User_04585675: