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    posted a message on Dragon Hunters

    @fishy77: Go

    Add me, breakthewind #2233, when you do we can give it a go together.

    Posted in: Map Feedback
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    posted a message on Publishing an unlocked map

    @AppleFee: Go

    That kinda sux. Well okay, I will obfuscate my banks. But then again, if the map is unlocked one will be able to see how the obfuscation is done and that kinda ruins the whole deal. Why did Blizzard decide to store the banks locally..

    Posted in: General Chat
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    posted a message on Dragon Hunters

    @fishy77: Go

    Hey thanks for the post.
    I know that getting into it can be really hard I've struggled to address this issue.
    That's why I put those tutorials that even have pictures of what to do in the bottom right corner, they appear as you progress in the game and only once.
    I will try to improve those and add more system that will introduce the player better.
    If you still feel like playing it I would love to show you how to play, maybe then you will be able to provide me with some feedback and how I should address the new players issue.
    You're right about the banks, I will change that.

    Posted in: Map Feedback
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    posted a message on Publishing an unlocked map

    @fishy77: Go

    Banks are stored locally? This can't be true as I know that Blizzard has a limit on the Bank size of 10mb or something like that, which makes me think it is stored on their servers. I hope.

    Posted in: General Chat
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    posted a message on Publishing an unlocked map

    I published it here. My question is, as my map has a leaderboard, can other people mess up the bank somehow and cheat their way inside it like this?
    I'd like to keep my map unlocked for people to learn from it, but then again, this is an issue.
    Also can a different user post a new version of my map under the same name?

    I'm guessing that every map has it's own bank so one shouldn't be able to mess up the bank of my map by publishing my map again, which will probably have a different name.

    Posted in: General Chat
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    posted a message on Script Error only when trying to publish. "Invalid parameters"

    Fix - disable obfuscation when using custom presets. I hope I was helpful to someone. Credit: Dr. Super Good

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Dragon Hunters

    Yo! Check out my project
    http://www.sc2mapster.com/maps/dragon-hunters/pages/main/
    I'd love some feedback. It's currently got a 5/5 rating on America and Europe.
    Though there are only 10 ratings so that's why I am seeking more feedback.
    Here's the teaser

    Embed Removed: https://www.youtube.com/v/zUwzkPONSdw?fs=1
    Posted in: Map Feedback
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    posted a message on Script Error only when trying to publish. "Invalid parameters"

    Hello!

    I'm working on my map since the day Wings of Liberty came out.
    I've published it multiple times.
    Recently I picked it up again.

    I spent a few months coding and saving, never publishing.
    Now that I am done and I am trying to publish it, I get a "Invalid Parameters" error when clicking the "next" after choosing if the map is going to be locked/unlocked.
    I can easily save without errors and testing the map works like a charm.

    To figure out of it's my triggers that are causing this, I made a new map and copied them all in there (it's a map that relies HEAVILY on triggers and almost no edits in the data editor).

    To my surprise, the new map gave an error too with my pasted triggers, it was the same one.

    How the error works:
    I get the error for a random line. I check the line, it's GUI and everything seems perfect.
    So I decide to delete it. Then I get the SAME error 5 lines below, sometimes it's on similar things.

    Here's an example:
    It's an Action-type element. No parameters, no variables.

        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Used dialog item) == matrixITEM /Dialog /State [0][Units][Alpha]
                Then
                    Unit Selection - Select Unit Spawner for Player((Triggering player))
                Else

    matrixITEM is a dialog item with an array[-][-][-].
    Units is a basic preset, if you try you can add presets instead of numbers, I can only guess its passing them by an integer.
    This HAS worked before and I currently have a previous version of the map uploaded that does the same.

    *Some brainstorming*

    I found out that passing presets directly instead of integers is what causes the problem, as only those items are affected.
    I am absolutely sure this has worked in previous versions and testing the map launches Starcraft 2 and the map works without an error.

    Does anybody know how to fix this?
    My map is all about dialogs, everything is done with hundreds of dialogs and I've built a whole system called "Matrix" based on the fact that presets can be directly passed as integers to arrays.

    Im thinking of accessing the code and replacing the presets with integers but that can turn into a lot of more work to do and I am disappointed that all my work will go to waste.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Cant gather from minerals fields, they are hostile???

    To me it really sounds like conflicting triggers.
    Here's what I would do in your situation.

    1. BACKUP your map.
    2. Open the triggers, delete everything.
    3. Also go to Player Properties and make sure the Neutral player is in fact Neutral and every setting about his player is how its supposed to be by default.
    4. Now create an SCV for Player 1, create a mineral crystal for Player 0, run the map and see if it can be gathered.

    If it doesn't work I'd go to the Data Editor, abilities, turn on the XML view and search within the code FROM YOUR MAP anything related to gathering and the abilities it uses. If there's any code about that - delete it.
    Then go to the Unit section and search for XML code for the mineral crystals. If there is something - delete it.
    That will revert them back to what they were in the original dependencies you've imported.

    Also check if you've imported a dependency that might've done this.

    Since its happening to all minerals, and they stay hostile EVEN when you tried to change their owner with a trigger, I am almost sure that it's another trigger that is doing this.

    Posted in: Melee Development
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    posted a message on Bunchabilities

    those are awesome!

    Posted in: Data Assets
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    posted a message on You can submit bug/suggestion for my War3 Mod here

    I am always getting these errors that I dont know how to fix:

    "Too many CAbilAttack abilities in 'hpea'."
    "Too many CAbilAttack abilities in 'hmil'."
    "Too many CAbilAttack abilities in 'ughoHarvesting'."
    "Too many CAbilAttack abilities in 'ughoCorpseGravy'."

    I understand that these are linked to your mod, but they are linked to units I haven't modified, so I was wondering what is going on. If you could shed some light what I should search for?

    And one of them I think might be unrelated to your mod but I'd try my luck, maybe you would know how to fix it:

    "UI: File [DescIndex.SC2Layout] Line [3] Column [5]. Failed to load included Desc File [UI/Layout/InfoPaneUnit2.SC2Layout]
    I was trying to modify the UI, I copied a Layout in my attempt to duplicate it so I can write my own code, but alas the new copy never appeared. The errors says its there, but the UI file is nowhere to be found in the UI manager.

    Posted in: Warcraft Modding
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    posted a message on Attackrange

    I found 0.35 to be fitting, maybe 0.6 for a warcraft 3 feel.

    Posted in: Warcraft Modding
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    posted a message on Ancients aren't selected by the army button

    The "Army Select" flag is ON for Ancient of Lore, Uprooted. I made 3 in my map and a single Grunt. The "Army Select" button said "4" units. Pressing it selected only the Grunt. Help.

    Posted in: Warcraft Modding
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    posted a message on You can submit bug/suggestion for my War3 Mod here

    ensnaring an already ensnared AIR unit will target is as ground and apply the Ensnare Ground behavior rather than extend the Ensnare Air one. After the Ensnare Air behavior is over, the unit resumes flying status while being under the effects of Ensnare Ground.

    Posted in: Warcraft Modding
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    posted a message on You can submit bug/suggestion for my War3 Mod here

    I avoided reporting this but players began reporting it as a bug. Granting ownership of a hostile unit to a player often won't change its health from red to green. And its really confusing as my map is based around that.

    Posted in: Warcraft Modding
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