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    posted a message on Player Attribute not on BNET

    I can't seem to make my player attributes work. When I playtest in the editor it works fine but it doesn't seem to work when I test on bnet. Anyone else having this problem? Here's my code:

    Starting Race
        Events
            Map Initialization
        Local Variables
            playerRace = No Attribute Value <Attribute Value>
            players = 0 <Integer>
        Conditions
        Actions
            Player Group - For each player players in (Active Players) do (Actions)
                Actions
                    UI - Display ("Player:" + (Text(players))) for (All players) to Subtitle area
                    Variable - Set playerRace = (WCND - Faction value for player players)
                    WCND - Create Melee Starting Units(playerRace, players)

    WCND - Create Melee Starting Units
        Options: Action
        Return Type: (None)
        Parameters
            attribute = No Attribute Value <Attribute Value>
            player = 0 <Integer>
        Grammar Text: WCND - Create Melee Starting Units(attribute, player)
        Hint Text: (None)
        Custom Script Code
        Local Variables
            x = 0 <Integer>
        Actions
            General - Switch (Actions) depending on attribute
                Cases
                    General - If (Random)
                        Actions
                            Variable - Set x = (Random integer between 1 and 1)
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    x == 1
                                Then
                                    UI - Display "random" for (All players) to Subtitle area
                                    Melee - Create Horde melee starting units for player player at (Start location of player player)
                                Else
                    General - If (Horde)
                        Actions
                            UI - Display "Horde" for (All players) to Subtitle area
                            Melee - Create Horde melee starting units for player player at (Start location of player player)
                Default

    Posted in: Triggers
  • 0

    posted a message on M3 Exporter
    Quote from Leruster: Go

    @Roar_Man: Go

    But which WoW model?

    It was a Quillboar character, and it even happens with a custom .m3 model.

    Posted in: Third Party Tools
  • 0

    posted a message on Site Operation Bug

    I'm having problem one of my actors. It's the Medic Heal model and its supposed to appear when a unit is being healed. The problem is when I try to give it a Site Operation it disappears unless I use the site operations SOpAttachOriginStationary. Has anyone else had this problem before?

    Posted in: Data
  • 0

    posted a message on M3 Exporter

    <<quote 1092760>> @Roar_Man: Go

    " That's the worst error you've encountered: it says nothing :/ What .m3 file are you importing? "

    It happesn when I try to export a WoW model. The exact messege is "Unknown System Exception" and points to this piece of code in max script:

    akey.stcInd = M3E_findSTCframe akey.frame

    Posted in: Third Party Tools
  • 0

    posted a message on M3 Exporter

    Hello, I keep getting an error when I try to export .m3 models. It says "unknown system exception" whenever export. I'm running 3ds max 2012 x64 on Windows 7. Has anyone encountered this bug?

    Posted in: Third Party Tools
  • 0

    posted a message on Unit Attack Moving

    I have a strange problem with one of my ranged units. It seems to move toward enemy units that is it attacking as if it were in melee. Anyone know what could be causing this problem?

    Posted in: Data
  • 0

    posted a message on Apply Force Only Once

    Yes, the two effects are in a set. The problem is that the height only applies once per unit while the force is working fine.

    Posted in: Data
  • 0

    posted a message on Apply Force Only Once

    I'm getting a weird bug with the "apply force" effect. I have a unit that pushes other units back with its attack. The problem is that when a unit is pushed once, it works fine. The second time the unit does not change in height and just slides backward. Anyone else have a similar problem?

    Posted in: Data
  • 0

    posted a message on Alpha Channels and Team Colour

    Ok thanks for the replies guys! I didn't realize it was that simple :P

    Posted in: Artist Tavern
  • 0

    posted a message on Alpha Channels and Team Colour

    I'm struggling to understand how to create an alpha channel in photoshop for one of my textures. I know now how to make an alpha channel but not sure how I'm suppose to fill it in. Is there any guide or tutorial for this?

    Posted in: Artist Tavern
  • 0

    posted a message on Data Revive

    Im having trouble with my revive ability. So Ive got a building that sells 3 heroes ( for simplicity, marine, zergling, zealot) through a "Train" ability. Ive also got a "Revive" ability that has each three revive buttons setup in "Command Buttons." Ive setup so that the top three rows of the command card each have the revive ability side by side.

    The problem is that no matter what hero dies, only the Marine shows up to be revived. If all three heroes are dead, all three revive buttons are the marine.

    Posted in: Data
  • 0

    posted a message on Mod Trigger
    Quote from OutsiderXE: Go

    Logically this sounds like the abilities are part of the mod. So not really bug (I think).

    The whole point of setting a dependancy to the mod is so you can access the abilities from the map. The problem is, only certain abilites are showing up in the map.

    Posted in: Data
  • 0

    posted a message on Mod Trigger

    I'm having a wierd bug in my map which uses a mod dependancy. When I use the mod to test the map, units on the map load fine. However when I try to test the map directly, units are missing certain abilities on their command card.

    Posted in: Data
  • 0

    posted a message on Scroll of Town Portal

    Thanks for the help but I can't seem to get it to work. I think it'll be easier just to trigger it.

    Posted in: Data
  • 0

    posted a message on Scroll of Town Portal

    I'm trying to duplicate the Town Portal effect from Wc3. For those who don't know, it's an item that when cast makes the hero invulnerable but unable to attack and move for 5 seconds and then teleports him and nearby units to target building.

    What I have is the following, and although the hero does become invulnerable and unable to move and attack for 5 seconds, he and nearby units do not teleport.

    Scroll of Town Portal ( Apply Behavior) - Behavior is applied to the casting unit and is made unable to move, attack and is invulnerable. Has a duration of 5.

    Scroll of Town Portal ( Search) - When the behavior expires, this effect is triggered. It has an area of 360 degrees and 10 units. Units in the area are targeted by a teleport effect.

    Scroll of Town Portal (Teleort) - This is a teleport effect with "Target: (Scroll of Town Portal ( Apply Behavior) )Target Point" and "(None): Target."

    Posted in: Data
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