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    posted a message on Trouble with cinematic mode after LotV update

    @MaskedImposter: Go

    I agree, it doesn't seem to affect anything, but the purist in me wants it fixed.

    Posted in: Cinematic Creation
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    posted a message on Trouble with cinematic mode after LotV update

    Hi all,

    I made some maps a little over a year ago, loaded them into Arcade, and had them all working fine. I took a break from SC for a while, then returned recently and installed the Legacy of the Void updated. Now all my maps generate error messages when they include triggers that turn on cinematic mode. The errors all look like this:

    Scri: Trigger Error in 'gt_<trigger name>_Func": Calling 'UISetHotkeyAllowed' is not authorized Near line 1643 in libNtve_gf_CinematicMode() in TriggerLibs/NativeLib.galaxy

    If I disable turning on/off cinematic mode in the triggers the problem goes away, but then I don't have the benefits of cinematic mode. Does anyone know how to fix this? Any help would be appreciated.

    Posted in: Cinematic Creation
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    posted a message on Terran Campaign: The Lost of Aiur

    @OutsiderXE: Go

    OK, so you're the second person who said they chose to move to the north. I've never thought the map was that hard. However, the map is designed to put the player in a supporting role, which I guess a lot of players have trouble with. All the player has to do is provide cover for the friendly protoss until they grow strong enough to attack, and then attack at the same time.

    "Send my army to attack when I thought I had suficient of these robots but got crushed on my way."

    I put in mercs because the Terran robots suck. Also, wait for the friendly protoss to attack and you should roll over the enemy pretty easily.

    "I didn't really understand the bar at the top? Was I only supposed to survive and kill enough protoss here and there until it got full?"

    Yes! And support the friendly protoss attack on the enemy protoss base. When I play it I just build tight around the center and hire a buttload of mercs. A few turrets should be good enough to ward off the early protoss attacks, and a few well placed widow mines really damage the enemy attack waves (don't use too many). I shortened the time it takes before mercs can be rehired quite a bit, so you really shouldn't have to use sentry bots at all except maybe to eat up some damage for the friendly protoss.

    "I don't see why I can train SCVs but no Marines."

    Eh, no good reason except there is no convenient substitute for SCV's.

    Well, thanks for giving it a try. I'll look into your other suggestions and fix the factory tootip.

    Posted in: Map Feedback
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    posted a message on Terran Campaign: The Lost of Aiur

    I have loaded the first five maps of a Terran campaign I have been working on called The Lost of Aiur onto Battlenet. Overall I have gotten positive reviews, but not very many or very helpful reviews. I would appreciate it if some of the designers here could play a map or two and give me some feedback, especially in terms of how hard you think they are. I have played them all like 500 times so for me they're all easy.

    They are located on Battle.net at Arcade->Other (America only). Unless major bugs are found the maps can be considered just about final, so it's not like you'll be play testing something half finished.

    Maps and Descriptions

    Risky Business - The player is put into the middle of a war between opposing protoss forces, and has to side with the weaker force.

    Needle In A Haystack - The player is given limited resources in the form of drop pods containing troops or mineral/gas, and must use a special detector unit to scan specific regions of the map.

    The Lost - Actually the first map I made. The player has access to crappy Terran robotic units, mostly microbots, and must destroy a zerg base despite being harassed by attack waves. It's mostly an exercise in producing as much as possible as fast as possible.

    Seek And Ye Shall Find - The typical follow-the-path map that advances the storyline. I put a lot of work into the cinematics.

    Cave Defense - A tower defense type of map where the player holds the high ground and kills zerg that pass by.

    Anyway, I would appreciate any feedback anyone has to give.

    Posted in: Map Feedback
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    posted a message on [solved] How is calldown Mule (persistent) related to drop pods?

    @StealthToast: Go

    Found it, thanks.

    Posted in: Data
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    posted a message on [solved] How is calldown Mule (persistent) related to drop pods?

    Can someone explain to me how the calldown MULE (persistent) effect is linked to drop pod animation? I am messing around with dropping other units and I have isolated that effect as determining whether the animation occurs or not (it does not show up in the MULE's event list), but I have no idea how they are linked. I also cannot find it in the Terran Drop Pods event list. Any help would be appreciated.

    Posted in: Data
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    posted a message on Some SC2 story questions

    Hi all, I am setting up a background story for a campaign I am working on and I wanted to make sure my story is not terribly out of line with the official Starcraft story, or with the impressions people had at the end of HotS. So I would like to make sure my own impressions are basically in line with what everyone else thinks. Do the following make sense to you all?

    1. The final cinematic in HotS left me with the impression that the zerg evacuated Korhal after Kerrigan killed Mengsk. It seems likely to me that Korhal would still be a center of human activity.

    2. HotS also left me with the impression that the other core worlds were overtaken by Kerrigan's minions, and that there is no reason to assume that they were completely abandoned by the zerg after Kerrigan left Korhal.

    3. The main body of protoss do not yet know about hybrids.

    Posted in: General Chat
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    posted a message on Can a user defined function accept a record?

    I am trying to make a user-defined function accept a record as a parameter, using the GUI, and I have not had any luck. I guess there is a way to do this through galaxy scripting but I don't really have the desire to start learning that. Does anyone know any tricks in the GUI to make a function accept a record?

    Posted in: Triggers
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    posted a message on Animation mapping frustration

    One source of continual frustration for me has been the the mapping between the Actor->Events->Animation_Play list and the actual list of available animations supplied by the cutscene editor. For example, the unit Raynor (Commando) (I decided to go through Blizzard's tutorial) has an animation sequence called "spell" which when viewed in the cutscene editor shows him firing the penetrator round. If I create an Actor->Event, set the actor message type to Animation Play, and under Animation Properties select "spell" it does something completely different (a grenade toss type of animation). So how do I find the penetrator round animation within the list of options?

    As a more general question, has anyone found how to quickly determine the mapping between the options given under Animation Properties and items in the Animation Sequences array listed for the model data of an actor? Because right now I pretty much just hope that the two items reflect each other in some kind of logical way, but if they don't then I am kind of screwed.

    Posted in: Data
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    posted a message on zealot copy color problem

    @DrSuperEvil: Go

    Well, I think I have solved it. Thanks for your help.

    So I spent a few hours digging around trying to figure this out. As far as I can tell the look of my custom unit is based on which version of "zealot" I select for the field (Basic) Art:CActorModel_Model, there are several "zealot"s to choose from (as is true for the cutscene editor). One is under Unit->zealot, which is what I apparently was using and which uses the Dark Protoss colors, and there is another at the top level called Zealot which uses the standard yellowish colors. I switched the selection and now my unit looks correct.

    Posted in: Data
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    posted a message on zealot copy color problem

    @DrSuperEvil: Go

    It's standard. I guess the broader question is how do I apply a texture to an actor? That's how it's done, right? I have found textures for the shield and the UI and so on, but I cannot seem to find how the base texture or coloring is set.

    Well, I see you have a link to a tutorial. I'll be sure to check it out.

    Posted in: Data
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    posted a message on zealot copy color problem

    Hi all, I could use some help. When I make a copy of a zealot, which I am using as a hero, the new unit doesn't have the base yellow color. Instead it comes out black with team color highlights. This also happens if I introduce a zealot into cutscene using the cutscene editor. How do I get the normal yellow color back?

    Posted in: Data
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    posted a message on Questions about created units and selecting units

    @Spoolofwhool: Go

    Thanks, that fixed it.

    Alright, here's a new one: I removed a spare computer AI from my map that I had temporarily used but which had become unused. When I test my map locally it works fine, but when I upload and play it on Battle.net all the player colors are messed up. Has anyone seen this before?

    Posted in: Map Suggestions/Requests
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    posted a message on Questions about created units and selecting units

    Hi all, I am making a terran campaign, just for the fun of it, and I have a few small questions that I could use some help on.

    First, when playing with a unit that can deploy an attacking unit (ex. raven releases auto-turret, vulture releases mines), do you prefer having the parent unit deploy based on energy (like the Raven) with the created unit having a finite lifespan, or do you prefer having the parent unit deploy with a limited number of objects (like the vulture), but the objects are persistent until killed? The type of map this will be used on is the follow-the-path-to-move-the-story type of map.

    Second, I have a created a unit whose parent is the medivac that has special abilities and the heal ability removed. When I double-click on medivacs the new unit is also selected. How do I change this?

    Posted in: Map Suggestions/Requests
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    posted a message on What Is Next Project (WINP)

    I read your first post, but what exactly are you trying to accomplish?

    Posted in: Map Feedback
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