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    posted a message on Can't repair to full life

    @wakamajo: Go

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    Posted in: Data
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    posted a message on Can't repair to full life

    Which vaildator are you referring to? The SCV - Repair effect has 5 validators but none seem like they are checking target health. They are: Not Warping In, HiddenCompareBA, HiddenCompareAB, Not Vortexed, and Not Stasis.

    Extra note: The same problem happens when I use an unmodified SCV instead of my worker. I have not modified the SCV - Repair ability or effect in any way.

    Posted in: Data
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    posted a message on Can't repair to full life

    Hey everyone. In my map I have given the SCV - Repair ability to my workers, and they correctly repair any mechanical units. The problem is that they often seem unable to repair the last hp of life. The weird thing is, if I turn autocast on, the workers recognize that the unit is below full health, and will crowd around it, but still will not repair that last hp. My guess is that the SCV - Repair ability is working correctly, but the SCV - Repair effect has some vaildator issues going on.

    The reason this is a problem is because if I leave repair autocast on, my workers will be eternally crowding around my mechanical units, "trying" to repair them. This gets in the way when it comes time to micro those mechanical units. Has anyone experienced anything like this or know a possible fix? Thanks!

    Posted in: Data
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    posted a message on Change player color in score screen?

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    Posted in: Data
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    posted a message on WW1 Apocalypse Europe 2 [Official Thread]

    So I decided to setup a map page instead of using this thread. The thread can be deleted.

    Posted in: Map Feedback
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    posted a message on Change player color in score screen?

    This question might belong in triggers, cause im not sure how to approach this problem.

    So player color can be set with triggers, which is great, cause in my map I let players choose a country, then set their color according to that (ie. Germany is always dark grey, France is always blue...). I think it helps the players recognize what nation troops belong to at a glance once they learn the colors. The problem is that when the score screen comes up, the colors of the players are the ones from the lobby. Even if I hide and disable color selection, it still uses the default player colors, it doesn't seem to register the mid-game color switch at all.

    The way I see it there are two possible solutions, but I can figure out how to do either.

    1. Combine the color attribute and the Nation attribute into one. So basically change the appearance of the color selection icons (just colored rectangles) to the names of the nations, and use that modified color attribute as the hook to my tiggers. I have no idea where to alter the appearance of those icons though, if thats possible.

    2. Change the color that gets used in the score screen to whatever the player is assigned somehow. Again I have no idea how to do this.

    If anyone can shed any light on this problem I would appreciate it, thanks.

    Posted in: Data
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    posted a message on Want to see someone else play your Map/Mod?

    Hey this looks great! I just published a map 2 days ago and would absolutely love it if you check it out. It's a risk style map where you conquer Europe. Its published on NA as WW1: Apocalypse Europe 2 and the lobby doesn't take too long to fill. Just a point of advice, don't be a big country like France,Germany, Russia or Ottomans your first time. I recommend Italy or Bulgaria for learning.

    I also posted a couple screenshots on this thread if you wanna peak first. http://www.sc2mapster.com/forums/player-zone/map-feedback/88693-ww1-apocalypse-europe-2-official-thread/#p3

    Posted in: Map Feedback
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    posted a message on WW1 Apocalypse Europe 2 [Official Thread]

    Hey so I've been play testing and patching frequently and I think I have the game to a very acceptable state. The only bug I know of now is that very rarely a city will be destroyed or behave weirdly when captured. Not really a big problem unless a capitol is destroyed, cause then neither team can actually win.

    My main idea of having the battles look like WW1 fronts seems accomplished though. Check out some screenshots I took in my last game :D

    I'm still looking for people to help test the game and provide balance feedback, please check it out and let me know what you think!

    Posted in: Map Feedback
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    posted a message on WW1 Apocalypse Europe 2 [Official Thread]

    Hi everyone, I'm just about to release my map and figured I would setup a thread here for feedback and discussion.

    Posted in: Map Feedback
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    posted a message on Only allow unload to be cast on certain cliff level

    Ok I like the sounds of this. Ill try it out, Thank!

    Posted in: Data
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    posted a message on Only allow unload to be cast on certain cliff level

    Sorry to keep bringing this up, but I've been stuck on this for a while now. I'm getting weird behavior when I do what people suggested. I made a "Location Compare Cliff Level" validator, set the target location to "Target Point", set the compare function to "Greater than or equal to" and set the compare value to "2". When I use the transport though, it lets me target anywhere for the unload if the transport is on ground, and it doesnt let me target anything if my transport is on water. If I tell the transport to unload on water, when the transport itself is on ground, it will move to the location on the water, then do nothing when it gets there (no error message, it just does nothing).

    So It seems like it is comparing the cliff level of the transport itself rather than the target point when I'm targeting... I'm so confused, any help?

    For anyone wondering, I got my original idea for the transport from here, but it seems they never figured this out either.

    Posted in: Data
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    posted a message on Only allow unload to be cast on certain cliff level

    Yes there are many. I have tried using the Location Compare Cliff Level validator originally, but I must not be doing it right. First I used the preset one called Cliff Levels Equal, expecting that this would only allow me to cast Unload All on areas of the same level, but it seemed to have no impact. Then I created my own which I called Is On Ground. I made it compare the target location to an absolute value (in my case 2) but again it had no effect. The reason I'm not sure that my validator belongs in the field Unload Validator is because the tooltip for that field says: Validator for Units to Be Unloaded. To me this seems to indicate that the validator is being used on the units themselves rather than on the target location.

    Posted in: Data
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    posted a message on Player 1 uses own money to operate Player 2's building

    @Alevice: Go

    Can you specify what it is called? That's exactly what I'm looking for but I can't find it.

    Posted in: Triggers
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    posted a message on Only allow unload to be cast on certain cliff level

    Hmmm I can't find a validator type called Unit Compare Height. I did find one called Unit Compare Field, and I tried using that with the field set to Height, but it did not work. That doesnt really make sense to me either because the ability targets a location, not a unit.

    Posted in: Data
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    posted a message on Only allow unload to be cast on certain cliff level

    So my situation is that I have a transport unit on a map with 2 cliff levels. The bottom level is water, and the top is ground. My amphibious transport is a ground unit with the colossus cliff walk ability.I want to make it so that my transport cannot unload on the water level. I currently have a okay solution where I disable the unload ability when my transport is on the lower level, but this creates 2 problems.

    1. If the transport picks up on one island, then goes to drop on another island, as soon as it enters the water it stops moving. It can no longer complete the command so it just stops. The result is that I have to order it to move to the other island first, then I can drop.

    2. When I select the unload ability, the cursor normally turns into a red X when you hover over non-pathable areas. When I hover over water however, it does not make the X, and it allows me to click there. The result is that it again starts moving towards that location but stops as soon as it enters the water.

    I feel like the solution is to use validators, but I'm not exactly sure where to plug it in to my ability. The unload ability has a field called Unload Validator, but I get the feeling it is not used to validate the target location, but rather it is for validating which unit's can be dropped.

    Does anyone have any ideas how I can fix this? Thanks!

    Posted in: Data
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