Go to menu File > Test Document. The game cannot load the map! An error message occurs.
Add another event to the trigger:
Timer-Elapsedtimeis1.0GameTimeseconds
Test the map again and attack the zealots with the brood lord. Error messages occur.
This bug also occurs with "unit takes damage" and other events. The bug occurs with units other than the Brood Lord as well, but this is the most noticeable example of the bug. I think one of the "escorts" for the brood lord has its owner set to player 16, which is an illegal array index for the player array (0-15).
Can anyone confirm whether the "Share Filters" for veterancy are broken? Specifically, the player filters (unit filters appear to work). I excluded all players to test, yet the experience still shares.
Common knowledge, but here's some missing functions:
Get experience of unit - Missing
Set experience of unit - Missing
Get level of unit - Exists
Set level of unit - Missing
Experience gained - Missing (for "Unit Gains Experience" trigger event)
This, combined with the fact the CAbilRevive ability is bugged (experience resets to 0), is a serious frustration.
It took me an entire month to discover this by accident, as I assumed there wasn't a place to key in hotkeys in the data editor and was doing it through the text editor. Just in case anyone else didn't realize this, you can click the highlighted area, it turns red, and then you can press the key you wish to use:
That works to tell if players are on opposite teams, but not what team they were on from the lobby screen when the game started. Team 1 is always the attacker in my map, and Team 2 is the defender. I just need to check which a player was on, but have been stumped on this for days.
The data editor disallows negative numbers for the height modification field of behaviors. Even if I change the number in the mpq file of the map directly, it reverts when loaded in the editor. What's the best way to get around this?
Simple question, what combination of actor events can keep an actor active until a behavior that's reapplied expires?
For this:
time 0 - 10-second behavior applied
time 0 - Actor created
time 5 - Behavior refreshed
time 15 - Behavior expires
time 15 - Actor destroys
I thought it was a simple process of replicating an existing actor that does this (like guardian shield) but discovered guardian shield itself is actually bugged, and doesn't work... if you recast it while the effect is dissipating the ability is active but there's no visual to indicate as such. Is it impossible to have a special effect show while a behavior is active with the data editor?
I'm sure most people noticed this already, we can now edit text directly in the data editor if raw data mode is enabled. Previously, for entries like the Command Card of units, a GUI box would always pop up whether or not raw data mode was enabled.
This makes some editing tasks MUCH faster! Also, it used to be impossible to edit Footprint properties like creep or contour in the data editor (because the GUI doesn't have stuff for these special properties). Now it's possible without xml editing.
FFA is one thing... but I guess there's no way to detect what teams people are on yet. I haven't seen any positive information on the subject, and nothing I tried worked either.
However, there IS a cumbersome workaround: checking a player's race is easy, and on my map the two teams are different races. So it worked to just ensure at the lobby everyone of one race is on one team. Still, this is a horrible solution.
0
To reproduce the bug:
This bug also occurs with "unit takes damage" and other events. The bug occurs with units other than the Brood Lord as well, but this is the most noticeable example of the bug. I think one of the "escorts" for the brood lord has its owner set to player 16, which is an illegal array index for the player array (0-15).
Workarounds
Use the "Within Bounds" function to check the owner of a dying or damaged units is within the range 0-15. Notice the built-in within bounds function is also bugged, however, so use a fixed version.
0
Can anyone confirm whether the "Share Filters" for veterancy are broken? Specifically, the player filters (unit filters appear to work). I excluded all players to test, yet the experience still shares.
0
Common knowledge, but here's some missing functions:
Get experience of unit - Missing
Set experience of unit - Missing
Get level of unit - Exists
Set level of unit - Missing
Experience gained - Missing (for "Unit Gains Experience" trigger event)
This, combined with the fact the CAbilRevive ability is bugged (experience resets to 0), is a serious frustration.
0
Trigger module bug: "Within Bounds" operator
0
It took me an entire month to discover this by accident, as I assumed there wasn't a place to key in hotkeys in the data editor and was doing it through the text editor. Just in case anyone else didn't realize this, you can click the highlighted area, it turns red, and then you can press the key you wish to use:
0
@Eldrazor: Go
That works to tell if players are on opposite teams, but not what team they were on from the lobby screen when the game started. Team 1 is always the attacker in my map, and Team 2 is the defender. I just need to check which a player was on, but have been stumped on this for days.
0
The data editor disallows negative numbers for the height modification field of behaviors. Even if I change the number in the mpq file of the map directly, it reverts when loaded in the editor. What's the best way to get around this?
0
The "Unit - Modification - Height" field of Buff Behaviors does not accept negative numbers, which means units can be moved only up, not down.
0
Has anyone figured out a way to detect (with triggers) what team a player was on at a custom game lobby?
0
One thing to keep in mind, you can use a player's name, but not check what it is.
0
Simple question, what combination of actor events can keep an actor active until a behavior that's reapplied expires?
For this:
time 0 - 10-second behavior applied
time 0 - Actor created
time 5 - Behavior refreshed
time 15 - Behavior expires
time 15 - Actor destroys
I thought it was a simple process of replicating an existing actor that does this (like guardian shield) but discovered guardian shield itself is actually bugged, and doesn't work... if you recast it while the effect is dissipating the ability is active but there's no visual to indicate as such. Is it impossible to have a special effect show while a behavior is active with the data editor?
0
I'm sure most people noticed this already, we can now edit text directly in the data editor if raw data mode is enabled. Previously, for entries like the Command Card of units, a GUI box would always pop up whether or not raw data mode was enabled.
This makes some editing tasks MUCH faster! Also, it used to be impossible to edit Footprint properties like creep or contour in the data editor (because the GUI doesn't have stuff for these special properties). Now it's possible without xml editing.
0
FFA is one thing... but I guess there's no way to detect what teams people are on yet. I haven't seen any positive information on the subject, and nothing I tried worked either.
However, there IS a cumbersome workaround: checking a player's race is easy, and on my map the two teams are different races. So it worked to just ensure at the lobby everyone of one race is on one team. Still, this is a horrible solution.
0
Both my brother and I have the same problem. If we change the actor or model of mineral fields, nothing happens. It's just impossible to change them.
0
So I publish a map, go to play it. When I click create new game with the map, I get a dialogue box:
Error:
USER_CREATED_MAPS_NOT_ALLOWED