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    posted a message on Transfer Behavior

    After some experimentation, I've become pretty sure that something is wrong with the Transfer Behavior action. It transfers the behavior perfectly, but the behavior itself does not register properly on the new unit (at least for Validator purposes). I'm posting here to see if anyone else has the same problems with this, or to see if it's just me.

    Posted in: Miscellaneous Development
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    posted a message on Chrono Boost Actor

    @Isthereanopenname: Go

    ObeliskEffect. At least, that's what you want if you are looking for the graphic on the target of the ability. All the others are some variant of TimeWarp (TimeWarpLaunch, TimeWarpRange, etc.)

    Posted in: Miscellaneous Development
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    posted a message on How do you damage life and ignore shield?

    Edit: Apparently, I suck. Go with Riley's suggestion, and for non-lethal you could try checking the "Live" flag in the damage effect (though you may still need a switch to make it non-lethal).

    Posted in: Miscellaneous Development
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    posted a message on Anyone else having weird issues?

    @BrotherLaz: Go

    Well, it depends how meticulous you want to be, but Blizzard could hypothetically decide to change anything. I've pretty much decided the only things I'll use the basic versions of are models and operations, and the occasional mover.

    Posted in: Miscellaneous Development
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    posted a message on Anyone else having weird issues?

    Well, I'm only about halfway through the problems the patch has caused, but so far, every single issue I've worked through (aside from trigger changes, and stuff like the camera yaw bug) has been a result of Blizzard patching data. I think the lesson here is never, ever, edit units/abilities/actors/etc already in the game, because when Blizzard tries to change things you've already changed, it works out badly.

    Posted in: Miscellaneous Development
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    posted a message on Anyone else having weird issues?

    @Dumorah: Go

    Although this seems bad, you don't necessarily have to give up. You are probably safe from most issues if you change most of what you've done to copies/duplicates of base units or make new units (hopefully launch doesn't create more issues like this). However, if your maps primarily use edited versions of Blizzard's base units, I can see why going back would be unappealing. :(

    @zakariahliklikleh: Go I wish I understood the problems better, but for now I think we're just going to have to try and fix whatever breaks and hope for the best.

    Posted in: Miscellaneous Development
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    posted a message on Anyone else having weird issues?

    While I can understand problems caused by Blizzard changing unit data (it is probably a bad practice to edit base units, I know I certainly won't do it again), some of these issues are just ridiculous. I have one unit whose model just doesn't load in-game. Period. It loads in the editor just fine, but when I start up the game, the unit is invisible.

    Posted in: Miscellaneous Development
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    posted a message on Triggers aren't working anymore?

    Well, to be fair, there are a ton of problems, but it didn't ruin everything. This is really annoying, but it's a lot better than beta maps not being compatible. Also, discussion of these issues is going on in the thread right next door: http://forums.sc2mapster.com/development/map-development/4553-anyone-else-having-weird-issues/ Some of you might be helped by checking there.

    Posted in: Miscellaneous Development
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    posted a message on Triggers aren't working anymore?

    A lot of people are having a lot of issues. Many seem to have something to do with Blizzard changing around the values of some of their units that you might already have changed (credit for this goes to ProxyTooMuch) but a lot of stuff just seems to be broken.

    Posted in: Miscellaneous Development
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    posted a message on Anyone else having weird issues?
    Quote from Metrael: Go

    @maverck: Go Unit actor/weapons bugged, OH MY FUCKING GOD!

    That's primarily what I'm experiencing. Sad to hear you're having trouble, but I'm glad I'm not the only one.

    @ProxyTooMuch:

    Ok. Good call, that was causing some of my problems. Definitely not all of them though.

    Posted in: Miscellaneous Development
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    posted a message on Anyone else having weird issues?

    Yeah, I've had to replace a couple of icons. Tell me if you get your leaderboard figured out though, I'm hoping blizzard didn't patch in bugs.

    Posted in: Miscellaneous Development
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    posted a message on Anyone else having weird issues?

    As much as I'm overjoyed with the editor updates (new models, primarily) I'm having a lot of issues since the transition, primarily things like models not loading, or settings not registering properly (hidden weapons not being hidden, units displaying behaviors they don't have anymore). I'm wondering if this is just me, or if other people are having these issues as well.

    Posted in: Miscellaneous Development
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    posted a message on Lighting Specific Areas

    I'm looking for a way to generate different lighting in different areas (aside from massively enlarging one of the light doodads, or using a huge doodad above camera height to eclipse the sun). I have one area with consistent lighting, and one area where the lights can be turned on or off at any time, so I can't use night and day (unless there's a way to apply them on a per-player basis). I've spent a lot of time looking and I'm not sure it's even possible, but I figure I should see if anyone else has found a way to do it before I give up.

    Posted in: Miscellaneous Development
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    posted a message on Metal Slug [Act 1]

    Just played the demo. This is absolutely amazing. I found it pretty easy (on Hard difficulty) but I'm assuming it gets more difficult in later levels. The actual gameplay was awesome aside from the occasional sluggishness in directional controls, but overall, I think you did a great job.

    Edit: I love your game, so I'm reporting bugs :P. First, if you pass multiple weapon powerups (this may be the case with health as well, I don't know) without picking them up (like when you are in a tank) returning and taking only one of them usually gives you the benefits of picking all of them up (and the boxes representing previous powerups become inert). Secondly, dying occasionally causes issues. This is most prominent on the train and/or when killed in mid-air, but it isn't limited to those cases. The trigger errors, and then puts you back at the very beginning of the game. Lastly, the health bar for tanks seems to be functioning strangely. I also think the character's bullets travel too far (you can kill people you can't even see) but that's more of an opinion thing.

    Posted in: Project Workplace
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    posted a message on Hiding the Level of an Ability

    I appreciate that you tried :P. As for making separate abilities and switching them out, I tried that, but you get an unfortunate "No unit can handle that command" error if you replace/disable an ability while a player is selecting a target for it. Regardless, I'm fairly sure I've found a workaround for my problem involving using a launch missile effect to apply a Validator to the ability. Now I just wish I could figure out a way to make a missile with no travel time.

    Posted in: Miscellaneous Development
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