hey, just curious, are any of those custom models? alot of things there don't look familiar to me, like the aquarium, wall and roof models, and the bullet model
i had the same issue with my Nvidia graphics card, reinstalling the latest drivers would not fix it, nor would any fixes found in google.
it turns out it was a hardware issue, which i found out because i put it in another computer and the same errors still occured, i replaced it completely and now everything works perfectly
2 units enter region
Events
Unit - Any Unit Enters (YourRegionHere)
Local Variables
Conditions
(Number of Living units in ((Unit type of (Triggering unit)) units in (YourRegionHere) owned by player (Owner of (Triggering unit)) matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) >= 2
Actions
The Condition is "Number of Units in Unit Group" and for the unit group put in the function "Units in Region Matching Condition" and just copy what i put in
when you refer to a unit dying in a trigger, if your going to refer to it AFTER a wait has happened, save everything you need into a variable beforehand
i ran into this problem yesterday, when i try to get the owner of a dead unit after a 2 second wait, it always just returned player 16 (which of course will always error the "Unit Create" action), but before the wait it returned the correct player.
you have to check the "Highlightable" flag on the unit in the data editor, or you can use the trigger action "Set Unit State" and select Highlightable and turn it on.
the same goes for "Clickable" and the unit is clicked trigger
this happened to me when i switched to windows 7, to be honest i didnt even notice until now that the issue was gone, so im guessing you just have to wait until it fixed itself
they said in the Q/A that keypress lag will be reduced eventually (as, it will be as laggy as the command card), i dont think they ever mentioned it will be this patch though
hey just curious, your using starcode right? how is the lag when your decompressing a heroes code, because in my map it REALLY slows down the game and takes about 5 seconds to load a hero
saving is different though, as with a few waits i got it to save with no delay
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@NotDeadYet3: Go
you mean in the editor? it likes to bug out and go crazy with zooming sometimes, just restart it
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@malu05: Go
hey, just curious, are any of those custom models? alot of things there don't look familiar to me, like the aquarium, wall and roof models, and the bullet model
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i had the same issue with my Nvidia graphics card, reinstalling the latest drivers would not fix it, nor would any fixes found in google.
it turns out it was a hardware issue, which i found out because i put it in another computer and the same errors still occured, i replaced it completely and now everything works perfectly
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VERY nice looking map, gonna go check it out now.
edit: just tried it, its good, but i wish it was QWERTY hotkeys instead, or even numbers, ASDF etc are in annoying positions
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2 units enter region
Events
Unit - Any Unit Enters (YourRegionHere)
Local Variables
Conditions
(Number of Living units in ((Unit type of (Triggering unit)) units in (YourRegionHere) owned by player (Owner of (Triggering unit)) matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) >= 2
Actions
The Condition is "Number of Units in Unit Group" and for the unit group put in the function "Units in Region Matching Condition" and just copy what i put in
0
when you refer to a unit dying in a trigger, if your going to refer to it AFTER a wait has happened, save everything you need into a variable beforehand
i ran into this problem yesterday, when i try to get the owner of a dead unit after a 2 second wait, it always just returned player 16 (which of course will always error the "Unit Create" action), but before the wait it returned the correct player.
0
@Tradnan: Go
you have to check the "Highlightable" flag on the unit in the data editor, or you can use the trigger action "Set Unit State" and select Highlightable and turn it on.
the same goes for "Clickable" and the unit is clicked trigger
0
WorldHeight(c_heightMapGround, point);
that returns the height of the ground at a point
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@redpand: Go
this happened to me when i switched to windows 7, to be honest i didnt even notice until now that the issue was gone, so im guessing you just have to wait until it fixed itself
0
they said in the Q/A that keypress lag will be reduced eventually (as, it will be as laggy as the command card), i dont think they ever mentioned it will be this patch though
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custom assets (images, models, sounds, etc) dont work in mods atm, but in 1.2, blizz said they will work, so just wait
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@PepperLoaT: Go
triggers have their own limit, which is what he reached and is making it so any new triggers get completely ignored
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@Mille25: Go
hey just curious, your using starcode right? how is the lag when your decompressing a heroes code, because in my map it REALLY slows down the game and takes about 5 seconds to load a hero
saving is different though, as with a few waits i got it to save with no delay
0
@Fullachain: Go
varaints are messing it up, thats the same error i got and i just deleted all my variants and tried again and it worked
of course after you fix that you will get "Gateway Down" like i do because publishing sucks so much
0
@ArcadeRenegade: Go
you could always give each quest an id, then use serius's starcode library to compress it