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    posted a message on [Codename: LABYRINTH] Official Beta Thread

    Updated to 1.15 patch notes coming soon.

    Posted in: Project Workplace
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    posted a message on [Codename: LABYRINTH] Official Beta Thread

    Big Update

    Posted in: Project Workplace
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    posted a message on Couple of questions regarding multiple weapons

    You could try setting one or both weapons backswing to 0 the best I can tell is backswing is kinda like a recovery time (cooldown) the unit has to wait before it can start using another weapon. I have a map where units can equip different weapons which gave me problems with units not animating when they where attacking because the events that make the unit play it attack animation are tied to there default weapon so what I did was make there default deal 0 damage and fire an invisible beam or missile. Then I made all the weapons that unit could equip have the same attack speeds and backswings.

    Posted in: Data
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    posted a message on [Actor] Firebat flames sometimes do not show up

    What I have noticed is mostly with the firebat but also on a few other units is if the firebat is attacking from it’s max range he will hold his arms up and play his attack animation but no flames show up until the target moves closer to the firebat. So when fighting something like zerglings its not a problem the zerglings just move in on the firebat and everything works near perfectly but it the firebat is attacking a unit that out ranges him say a hydralisk then the firebat stands there playing his attack animation but does zero damage while the hydralisk tears the stupid firebat apart. Sure all I have to do is take one step closer with the firebat and now the hydralisk is toast but thats not good enough it should work right. an easy way to see what I mean is make a map with a firebat and a pygalisk cocoon then have the firebat stand out of range of the cocoon then use attack/move on the cocoon.

    Posted in: Data
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    posted a message on [Solved] How do I keep all my custom data and start a clean map.

    Ok It worked I did the whole thing over again resaved everything recopyed everything and this this time I made sure all the Dependencies where Identical before I pasted the folders I left out the file enUS.SC2Data\TriggerStrings.txt and its work perfectly I got all my Data and everything is named properly I even got my !'s back.

    in the back of my head I hear HAL talking about “human error”
    .

    Edit: ok maybe now 100% perfect it seem when I place some of my custom units on the map it places a black ball but in game it show correctly. but I think I can deal still kinda annoying.

    Edit 2: all i had to do was restart the editor and the black balls went away!

    Many thanks A52BcE it worked perfectly.

    Posted in: Data
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    posted a message on [Solved] How do I keep all my custom data and start a clean map.

    first I am still having a few problems I’ll explain those after

    So what i did was open Map A (Map A = map that has the data you want to keep)
    next save Map A as type *.sc2components
    Close Map A

    Create a new map (this will be Map B)
    Save Map B as type *.sc2components
    Close Map B

    Then browse your way into your new Map A components directory and copy the folder Base.SC2Data
    Paste it into the same place in Map B.

    Now I not sure if all the next step are necessary but it what I did was
    Open Map B
    Save Map B as type *.SC2Map (this would be Map C now)
    Close Map B
    Open Map C

    Then I open Dependencies am moved Liberty (Campaign) to the top.

    the problem I had was all my text was gone all the tooltip said things like tooltip/type/bogus and all my custom units said (unnamed) but they all seemed to be there. so I tried moving the enUS.SC2Data the same way as the Base file and half the unit and abilities and items and etc. that were just there are gone but the ones that didn’t disappear now show the right names. so close but yet FACEPALM!

    (damn I type slow)

    Posted in: Data
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    posted a message on [Solved] How do I keep all my custom data and start a clean map.

    OK I changed the order of the dependencies then took a closer look and It is working for the most part see i gave all of my custom stuff a ! for a prefix so I could find them faster but for some reason that didn’t carry over but so far it looks like almost everything else has.

    Posted in: Data
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    posted a message on [Solved] How do I keep all my custom data and start a clean map.

    to lazy to type up a list but these are the file I got to pick through left side = new map, right side = old map

    oh and you can ignore the codename clean folder on the right that was a mistake

    Posted in: Data
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    posted a message on [Solved] How do I keep all my custom data and start a clean map.

    @A52BcE:

    ok I pasted the entire Base.sc2data folder into the blank map and nothing. also the blank map did not have its own copy of the base.sc2data folder and it is missing a few other files that are in the map in trying to copy the data out of. gunna keep poking around cause this is starting to make sense kinda.

    Posted in: Data
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    posted a message on [Solved] How do I keep all my custom data and start a clean map.

    @A52BcE:

    I did the save save components thing but couldn’t figure out where to go from there what do you mean by “just keep” them sorry if i’m missing something obvious.

    Posted in: Data
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    posted a message on [Solved] How do I keep all my custom data and start a clean map.

    Seriously?! Why Blizzard why wouldn’t you know having the ability to make my own data set and move it to any terrain I make is a good idea. There has to be a better way I have like 200 regions and 50 points and jesus I have to get rid of all that crap and like I said I want to make the map smaller and on a different tileset.

    I mean no offence Reach0 but i hope your wrong. but I thank you for your reply.

    Posted in: Data
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    posted a message on [Solved] How do I keep all my custom data and start a clean map.

    So I want to make a Shorter version of my map (Codename: Labyrinth) what I am hopeing I can do is just create a new map and import all the custom data from the other map. I’m am I crazy to think I can do this I hope not because if I can’t I may just cry. I guess I could save a copy, level all the terrain and, blah blah blah but, I don’t wanna have to delete all the units and doodads and swap all the textures.

    Thanks in advance for any advice you guys may have.

    Posted in: Data
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    posted a message on [Codename: LABYRINTH] Official Beta Thread

    @ddubious:

    Thank you so much for your feedback I’m not quite sure how I want to handle the sniper damage yet I will most likely increase it also the grunt and the brute do have a fifth weapon upgrade which makes them a little overpowered but soon you will only be able to find level 5 weapons when playing hardcore.

    As for losing your suit in a highly populated that kinda how I wanted it I know It can make things freaking hard but I like hard also all the mini bosses like the fatty can wander quite far so if he is camping on your suit give him a few and he might walk away. Not sure about the sniper having problems regaining his suit I’ll take a look at it.

    Currently the are only 2 levels of shield mods and thats probably the way it will stay although type1 and type 2 stack with each other.

    Yeah I know the ending seems abrupt I haven’t made any cinematics yet but if the victory screen popped up then you won.

    Finally I know the ability upgrade explanations are hazy at best but your right I don’t wanna type them out before I get them all balanced to my contentment right now almost all of them just lower the cooldown.

    Posted in: Project Workplace
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    posted a message on [Codename: LABYRINTH] Official Beta Thread

    Updated

    Posted in: Project Workplace
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    posted a message on [Codename: LABYRINTH] Official Beta Thread

    @Eldrazor: Yeah it really is a big bummer.

    I know I have a few things to fix in the current version but I got a cold and haven’t felt like getting on the computer the last few days but I’m feeling a little better now so hopefully you guys will be seeing some improvements soon,

    Whats on the list for the next version are some ability improvements such as longer cloak time for the Sniper, stop Crono Rift for slowing allies, decreasing Barrages movement debuff.

    Also fixing some trigger problems… Mainly making sure the Win trigger works every time but also fixing the announcer to say the correct player number (right now it seems to pick player number based on the order the players pick there classes so if your hosting try to be the first one to pick your class and at least the announcer will announce you correctly.

    and a few tooltip corrections that I have found.

    hopefully a new loading screen that will show button layout.

    Posted in: Project Workplace
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