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    posted a message on Is there a faster way to copy units from different maps/mods?

    @FunkyUserName: Go

    Yes, merge feature is bogus. I could not get it to work at all whatsoever. I could not even get any errors, It simply acts as though it does nothing.

    @DrSuperEvil: Go

    I've tested XML copy/pasting data from my map into my mod using sc2.components and xml. Everything works perfectly, including txt and names.

    I have no need of copying data, but I tested this to learn about it.

    The XML data is no longer in alphabetical order as compared to the original XML. Converting the components back into a mod, saving, re-converting into compenents does not return the original alphabetatical order.

    Questions:

    1. Does the alphabetical order matter? Will there be problems later?

    2. In other words, the whole thing seems 'hacky' and possibly buggy. True?

    3. I only know basic XML editing so. So, It should continue to work fine, but I'm not sure.

    Posted in: Data
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    posted a message on [solved]Target Sort Type: Field

    @DrSuperEvil: Go

    I'll get to testing soon, when I am in need of learning all about target sorts.

    I suspect nobody really knows much about this target sort yet.

    Posted in: Data
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    posted a message on [solved]DMG Effect Fields: Vital Bonus: Life, Shields, Energy

    Within the DMG Effect:

    Vital Bonus: Fields: Life, Shield, Energy

    - input Life results in life dmg

    - input Shield results in shield dmg

    - input Energy results in life dmg.

    Can anyone confirm this bug?

    Edit: This does not matter one bit. I should'nt have posted this thread.

    Posted in: Data
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    posted a message on [solved(awkwardly)]SetEffect: Effects within run twice

    @greythepirate: Go

    I read your thread a while back, but I did not understand it until now.

    The modifiable extra data allows modifying only trigger libraries within the mod, but that's still very useful. thanks!

    However at this time, I am modifying a pure data mod that I intend to re-use for future projects.

    Posted in: Data
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    posted a message on [solved]Target Sort Type: Field

    @DrSuperEvil: Go

    Thanks again DrSuperE.

    Can you give me a sample of an actual string you would use? -the unit compare field validator uses a single 'word' string, I'll test soon, but I don't think that will work.

    I'll start my testing using your string as a starting point. I don't have time to dive deep into testing, but I will find the answers behind this target sort type eventually

    -and I will post the results here for the community (even if it takes a long time to get back to this thread).

    if anyone has any other string formats they would like to see tested, please post them. -lets all find out about this target sort type.

    Posted in: Data
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    posted a message on [solved(awkwardly)]SetEffect: Effects within run twice

    @TyaArcade: Go

    That is terrible news. But, thanks for the info; it restores confidence and predictability to the data editor

    This also means, I cannot test my project from my mod file. I cannot remove the mod dependency because my map triggers has many links to the data mod -it would break triggers.

    Testing using a basic test map would work, but defeats the purpose of testing the project map by launching from the mod (to reduce load time).

    There needs to be a switch or option within the editor to load a default test map that does not double load the matching mod dependency. -we would think this is kinda crazy obvious. awkward indeed.

    BTW, I'm a fan of your maps and I wondered why your mapster account does not have your name in green font -as an author.

    Posted in: Data
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    posted a message on [solved]Target Sort Type: Field

    I am very interested in the Target Sort by 'Field'

    Blizzard does not have any examples to look at.

    It appears that field entry for the "Target Sort Type Field" needs a string; I do not know what format of a string to input.

    The idea is to add an alias to the units that I want on this Target Sort.

    Does anyone have an example or test map, perhaps using a unit name, unit alias or attribute?

    Posted in: Data
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    posted a message on [solved(awkwardly)]SetEffect: Effects within run twice

    @DrSuperEvil: Go

    Verified, the effects are meticulously linked correctly.

    Verified, problem exists only when running the map from the Mod file while referencing the map as the test map document default map.

    Yes, I added a CrtPersistant to add offsets to the 2nd LM effect. The problem continues with or without that CrtPersitant effect (tested) when running from Mod but not when running directly from map. The problem is consistent.

    I believe its a bug when running a map from a Mod file. My solution is to separate these effects into 2 separate autocast abilities.

    I merged them together to avoid 1 unnecessary autocast scan, but I can't condone inconsistent results between map and mod, so I will separate them.

    Posted in: Data
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    posted a message on [solved(awkwardly)]SetEffect: Effects within run twice

    I have a Launch Missile Effect. The Impact Effect is a Set Effect. There is another LM Effect 'within' the set.

    The second LM effect (within the set) has a create unit effect as the impact effect.

    That specific LM effect within the set is running twice. I have looked at this thoroughly, I have no idea.

    Does anyone know whats causing this?

    EDIT: It gets wierder, this set effect runs once (correctly) if i run the map from the actual map file.

    But this problem exists when i run the map from my mod file.

    Posted in: Data
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    posted a message on [solved]SearchEffect+DMGEffect or DMGEffect with Radii

    Thank you both FunkyUser and Dr.SuperE.

    I have taken notice that both of you answer alot of my questions. - Noted.

    Helping answer questions, like this one, gives a much needed boost to map-making morale.

    It is knowing that the community is willing to help you, as you are willing to help others in the community. -So thats why I make a strong effort to answer other people's questions (the best I can).

    Posted in: Data
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    posted a message on [solved]SearchEffect+DMGEffect or DMGEffect with Radii

    I am making alot of weapons. Some of the weapons use DMGEffect with radii splash. (ie: psionic shockwave) Others use SearchEffect + DMGEffect. (ie: baneling, lurker spines)

    They do the exact same thing as far as I can tell in my tests.

    Questions:

    1. So what is the real difference?

    2. When would I want to use one method over the other method? For what reason?

    3. Which one lags less?

    Posted in: Data
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    posted a message on If ability of unit has auto cast enabled then... ?

    @temhawk: Go

    Ah, i see. thanks! I just learned something new. Actually, that is extremely useful for many reasons.

    Posted in: Triggers
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    posted a message on How do you make a condition to check for game variant??

    @AjaxTheNoob737: Go

    There is a trigger function (its a player 'function', not a trig action) that retrieves which [edit: player attribute] was chosen in the lobby.

    You can check which attribute was chosen, then run your tut trig actions.

    Edit: Temhawk, below is correct, find which player attribute was chosen, not game variant.

    I learned that from this thread:

    https://www.sc2mapster.com/forums/resources/tutorials/5486-lobby-game-modes-the-complete-guide-reference/#posts

    Posted in: Triggers
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    posted a message on If ability of unit has auto cast enabled then... ?

    @Winryamo: Go

    I've never tried this myself, but I would look into the Catalog Field of triggers.

    It allows you to retrieve (what you want to look at) and modify data fields of units

    Posted in: Triggers
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    posted a message on The rally point ability is missing on my custom building

    @captaindando: Go

    I'm new too and I have yet to try this myself, but i would look at the barracks and see how it does it.

    Unit Object:

    - check the ability field and command card field of the barrack to see which ability and button it uses

    - add the same ability to the new building in the ability field.

    - add the same button to the new building in the command card field

    Posted in: Data
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