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    posted a message on How do you prevent a player from spamming a dialog button multiple times before it is disabled?

    @Namsom: Go

    you can't do it client side. everything in starcraft is server side. you will never be able to stop people spamming a button before battle.net realises they've pressed it the first time.

    Posted in: Miscellaneous Development
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    posted a message on Dependancy Hell.

    @dgh64: Go

    campaign story campaign liberty libertymulti

    thats my dependancy order and yea. like i said. everythings working perfectly. but it seems stuff from the patch file is acting like it's hard coded and overwriting crap.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Dependancy Hell.

    im basically making a map/mod that is a remake of starcraft 1. im using campaign dependencies obviously to get the campaign units and lurker etc.

    now most of it works perfectly fine. however. i'm beginning to notice huge glaring issues with certain things one being - Ultralisk Cavern. adding the speed upgrade BACK to the ultra cavern seems to be impossible as it will never. ever. show up in game unless i put it in a weird slot and then theres a 50/50 chance that NOTHING will show up in the buildings command card. (looks fine in the editor. not ingame...)

    another problem is the Siege Tank it has 150hp in the campaign. in MP it has 160 hp. i would like it to be 150hp for my mod. in the editor it has in nice blue font "Life Maximum - 150" in the game. it has 160hp. now i can't seem to force this value. if i type 150 into the field again. the editor detects it as the default value and doesn't write it to XML. so it stays 160 ingame. i have even tried opening up my maps XML and manually adding in the strings to set it's HP to 150. yet still. ingame. it remains at 160.

    on my factory tech lab addon. i have the 250mm cannon upgrade button which DOES NOT EXIST on it's command card. according to the editor.

    tearing my hair out as to why. messing with the dependencies simply makes the editor crash.

    does anyone have any ideas or dealt with this before?

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Element TD Update
    Quote from zbone1: Go

    sounds like it compete with other sctd's, nice job with the terrain

    only compete? pfft :P

    Posted in: Project Workplace
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    posted a message on Freezing Missile Turrets

    @LuciferSCReborn:

    because it has a turret that spins
    remove the turret or whatever

    Posted in: Triggers
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    posted a message on Custom Map Upload Limits Increased

    doesn't solve the real issue which is not being able to globally publish.

    Posted in: General Chat
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    posted a message on Maximum HP Limit on Units

    Quote from RileyStarcraft:
    The maximum cap used to be 100,000, have they raised it since beta?
    ----

    data editor only allows 100,000
    but using triggers you can get to that 524287 mark

    Quote from s3rius:
    Cut all your damage and hp values down by the factor of 10 and suddenly you don't have troubles.. honestly 500k should be more than enough.
    ----

    and thats basically what were going to have to do. but this limitation seems stupid and wasn't present in warcraft 3. so surely there is a to increase it?

    Posted in: Miscellaneous Development
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    posted a message on Maximum HP Limit on Units

    so theres an annoying limit in the editor where the maximum life a unit can have is capped at 524287.
    going over this results in the unit becoming invincible and can never be killed.
    shields also have this same cap.

    Im basically looking for a way to get above this limit.

    Posted in: Miscellaneous Development
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    posted a message on Brood War remake

    Currently published on SEA and US realms

    Corsair Preview

    ZvP Preview

    http://www.sc2mapster.com/maps/brood-war-1-5/

    still fairly early stage of development but most of the major things are implemented.

    Posted in: Project Workplace
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    posted a message on [Request] Reaver

    it's pretty much done except for fine tuning.

    Posted in: Requests
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    posted a message on [Request] Reaver

    @mParfait:

    i did?
    pretty sure it's just the probe portrait lol.

    Posted in: Requests
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    posted a message on Some fun with WoW models!

    @Chite:

    you might need to use a 2nd model just for the death animation. as most units refer to a 2nd model for their deaths

    Posted in: Artist Tavern
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    posted a message on [Request] Reaver

    @Dhaminater:

    it doesn't currently

    Posted in: Requests
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    posted a message on [Request] Reaver

    i wouldn't have a clue. for ages i thought the texture wasnt working. the model was simply blank. then i just gave up and ran the game and they had textures o.0.

    they are all in Assets\Textures\ with the model being in Assets\Units\Protoss\Reaver

    Posted in: Requests
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    posted a message on [Request] Reaver

    reaver video

    Posted in: Requests
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