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    posted a message on Single player campaign mission

    I am in the process of making a Terran campaign and I have developed one of my maps to a level that I consider beta. I have published it on Battle.net, its called "The Lost of Aiur Mission 4: Cave Defense (beta)", and I would appreciate any feedback anyone could give. The map is a tower defense style map with limited Terran melee units (sorry, no siege tanks) and lasts about 1/2 an hour.

    Posted in: Map Feedback
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    posted a message on Path calculation problem

    I got the failure to repeat on a new map. I have attached the map to this post. The successful code is implemented and the failing code disabled. To make the failing code functional just follow the comments in the triggers AttackWithPathCost and DisplayPathCostOfUnits.

    Posted in: Triggers
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    posted a message on Path calculation problem

    @tatatatate: Go

    The point Plateau3Pt 001 is pathable. I can get a path cost to Plateau3Pt 001 from another point (I have other waypoints around), but evaluating the cost from Plateau3Pt 001 to the position of a structure returns 65536 (with the exception of 1 structure). I tried what you suggested and moved Plateau3Pt 001 around. I even created a supply depot out in the middle of nowhere with a clear path and nothing around it and it still returned a value of 65536. After extensive testing this afternoon I was able to fix the problem, but it seems I may have stumbled upon a genuine bug in the editor or Starcraft.

    The solution that makes it work is to reverse the order of inputs in the path calculation function. In my trigger if I use the line:

    Variable - Set cost = (Pathing cost between Plateau3Pt 001 and (Position of (Unit ii from structureGroup))) (ii is an index and structureGroup is a unit group containing all of player 1's structures)

    . . . then the routine returns 65536 for every structure. However, if I use the line:

    Variable - Set cost = (Pathing cost between (Position of (Unit ii from structureGroup)) and PlateauPt3 001)

    . . . then I get values for the structures that reflect whether the units can reach them. I am going to make a demonstration map to see if I can get this failure to occur again. If so I'll post it in this thread.

    Posted in: Triggers
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    posted a message on Path calculation problem

    @ILikeKillAndYou: Go

    I have been messing around with pathing the last day or so, so I know that 65536 means its blocked. But as you can see in the picture it is clearly not blocked. The point and depot are almost right next to each other.

    Posted in: Triggers
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    posted a message on Path calculation problem

    I am trying to debug a path calculation problem and I am lost. In my map I have a waypoint very close to a supply depot, and there is nothing in between them. There is not any hidden pathing or anything like that. When I calculate the path cost from the waypoint to the supply depot it returns a value of 65536, so I cannot order any units to attack the supply depot based on it having an achievable path. Has anyone had this happen to them? Is there some flag or setting I am missing? I would appreciate any help anyone could give me.

    I uploaded a picture of the problem. The point in question is Plateau3Pt 001, and the supply depot in question is the one highlighted. Sorry for the crappy quality.

    Posted in: Triggers
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    posted a message on Problem editing armory

    Nevermind, I found the problem. As it turns out I had the map flagged as a "melee/custom map" in map options, which I think caused the swarm_multi (mod) to overwrite my changes when I launched a game. I had to change my map to be an arcade map in order to get it to work.

    Posted in: Data
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    posted a message on Problem editing armory

    Hi all, I am having some problems making a custom version of the armory and I was hoping someone could give me a hand.

    My map dependencies are (in order): Swarm Mod, Liberty Mod, Liberty Campaign, Swarm Campaign

    If I bring up the armory for modification in the editor it shows me a command card with the four WoL upgrade buttons, but if I launch my map WITHOUT modifying the armory it shows the armory has the three button upgrade options from HotS. So it seems to me that when I am trying to modify the armory I am modifying a different version than what appears when I launch the game.

    What I am trying to do is make the armory upgrades apply to Umojan Sentry Bot and remove any options for upgrading air armor or weapons. It's a ground unit-only map. I can get the weapon upgrade to work just fine, but when I remove the air upgrade buttons (again, the editor shows me the WoL version of the armory) and launch the game the upgrade vehicle plating button doesn't show up. In-game the armory only has the upgrade vehicle weapons button. This is without trying to modify the ability to include the sentry bot, which I am pretty sure I know how to do.

    Has anyone else seen this problem? Is it a bug? What's the workaround?

    Posted in: Data
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