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.
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.
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?
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?
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.
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
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@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.
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@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.
0
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?
0
only compete? pfft :P
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@LuciferSCReborn:
because it has a turret that spins
remove the turret or whatever
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doesn't solve the real issue which is not being able to globally publish.
0
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?
0
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.
0
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.
0
it's pretty much done except for fine tuning.
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@mParfait:
i did?
pretty sure it's just the probe portrait lol.
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@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
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@Dhaminater:
it doesn't currently
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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
0
reaver video