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    posted a message on Switching AI race

    I'm not sure, but perhaps you're starting the AI before you switch races?

     

    I.E. the normal initialize trigger looks like this:

     

    Melee - Set melee starting resources for all players

    Melee - Create melee starting units for all players

    Melee - Start the melee AI for all computer players

    Melee - Set default melee options for all players

     

    You'd want (assuming you haven't already) to make sure to change the race BEFORE the "Start melee AI" action.  That's the only thing I can think of.  Hope this helps!

    Posted in: Triggers
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    posted a message on [Cutscenes] Transmission Portraits Not Showing

    Okay, I have a really specific issue that you may or may not be able to help with :).

     

    I'm trying to get cutscenes to work in my level. This shouldn't be hard; I've done it before. But for reasons unknown, once I get to the second cutscene the transmission portraits stop showing, and at the end I get this error message:

     

    Scri: Trigger Error in 'gt_Cinematic2_Func': Could not get 'control' from parameter in 'PortraitSetVisible' (value: 131073)

        Near line 3703 in libNtve_gf_HideAllCinematicPortraits[] in TriggerLibs/NativeLib.galaxy

     

    I have absolutely no clue what is going on here. If I skip the second cutscene, I get the same error on the third one instead. If I skip the first, I get the same error on the third one again. Does anyone know how to fix this?

     

    Essentially all any of the cutscenes do is 1. Pause AI time, start cinematic, maybe create a revealer; 2. Pan between a couple of cameras, issue a couple simple unit orders, and send a few transmissions, with wait periods between; and 3. End cinematic, unpause AI time.

     

    Thanks!

    Posted in: Triggers
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    posted a message on [Solved][Effect/Actor] Blizzard spell only spawning 3/6 waves

    It does.  I think (after much more experimentation) I just figured it out, although I don't know why this fixes it.  I originally set dummy effect for the ice shard actor to expire after 3 seconds.  For whatever reason, this also appears to cancel all FUTURE ice shards from spawning--so since I spawn a wave every 1.0 seconds, it cancels all but the first 3 waves.  It shouldn't; as I understand it each actor shouldn't care when previous dummy effects expired.  But changing the expiration to 7 seconds allowed all the waves to spawn. 

     

    Thank you for your response!  If you're still curious, here's how the effects are set up:

     

    Blizzard Master (Set)   Calls Blizzard Damage Persistent and Blizzard Shard Wave Persistent.

     

    Blizzard Damage Persistent (Persistent)   Calls 6 periods (1.0 seconds each) of Blizzard Damage

    Blizzard Damage (Damage)   Does what it sounds like

     

    Blizzard Shard Wave Persistent (Persistent)   Calls 6 periods (1.0 seconds each) of Blizzard Shard Persistent

    Blizzard Shard Persistent (Persistent)   Calls 12 periods (0.03 seconds each) of Blizzard Shard Dummy in semi-random points within the AOE

    Blizzard Shard Dummy (Persistent)   Doesn't do anything; it just lasts 7 seconds and the Shard actor links to it.

     

    Thanks again!

    Posted in: Data
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    posted a message on [Solved][Effect/Actor] Blizzard spell only spawning 3/6 waves

    Hi all, I'm trying to recreate a "Blizzard" spell (like the WC3 Archmage has, or the WC2 Mage).  Basically I've set the ability up to deal 6 "waves" of damage, and in each wave I want to spawn about a dozen ice shards to fall on the area.  I've created one persistent to actually deal the damage, and another to create dummy effects that the ice shard actor links to.

     

    However, while the damage part works fine, only the first three of the six waves of ice shards actually appears.  The ones after that don't show up at all.  I've tried several variations, and in all of them I can only get three waves to spawn.  Does anyone know what I'm doing wrong/how I can get this to work? 

     

    Thanks!

    Posted in: Data
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    posted a message on Remake Station Unrest for Starcraft 2??

    Well, here you go.  I can't say it's very good (this is my first melee map, and only my second map of any kind), but it's something.  Hope you enjoy!  It is called "Station Genesis" (because "Station Unrest" wasn't allowed), and I've uploaded it to the American server on Battlenet. 

     

    Here's a before/after preview:

    Station Genesis

    Posted in: Map Suggestions/Requests
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    posted a message on Remake Station Unrest for Starcraft 2??

    Does it have any modding or anything?

    Posted in: Map Suggestions/Requests
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    posted a message on [Solved][Behavior] Temporarily hide unit during ability

    Huh.  That's surprisingly easy; I don't need a teleport effect or anything. 

     

    Thank you!

    Posted in: Data
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    posted a message on Place reactor without attaching?

    Add-ons are a headache :).  I think your best bet is to use or clone a regular building (NOT an add-on), making sure to clone its basic actor as well (but you shouldn't need to clone any models or anything).  Then copy the "Events" field on the cloned actor, go to the Reactor's actor, and paste the fields there.  Finally, either delete the cloned actor or get rid of all of its events. 

     

    I haven't tested this solution on your specific problem, but I have been able to swap actors this way with other things.  Hope this helps!

    Posted in: Data
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    posted a message on How to remove range radar from Siege Tank

    It is not a behavior - it is an actor called "Siege Tank Siege Ranged".  Go into its "Events" field, right-click each of the yellow flags, and click "Remove Selection" to get rid of them.  That should remove the circle.  Hope this helps!

    Posted in: Data
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    posted a message on [Solved][Behavior] Temporarily hide unit during ability

    Hi all,

     

    I'm trying to create a "Jet Pack" ability that launches the caster from one point to another.  I have it working by launching a 'missile' that looks like the caster, then creating a teleport effect on impact. 

     

    However, while the missile is in the air the caster unit of course remains in his original position and can be ordered around normally, which looks really strange since he's supposed to be jet-packing. 

     

    I would like to add a behavior to hide the caster from view until the missile lands and teleports him, at which point I would remove that behavior.  Could someone walk me through how to do this?  I'm pretty new to the Galaxy editor, so I don't know much about behaviors in general. 

     

     Thanks!

    Posted in: Data
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