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    posted a message on Automatically Queueing last created unit

    hiho,

    i had similar problems. you don't need a trigger for that i think ...

    just look here: http://forums.sc2mapster.com/development/map-development/2811-auto-unit-train/#p17

    Robbepop

    Posted in: Miscellaneous Development
  • 0

    posted a message on Auto Unit Train

    hiho,

    bump

    i now waited really a long time perhaps the community now knows more and can help me ... the bug still exists and im really not able to fix it - help! :-( -> decribed above

    Robbepop

    edit:

    here a picture of a part of the bug ... http://img809.imageshack.us/img809/5585/zwebug.jpg as you can see i also got problems with the icons. but the other problem is much more important to fix !

    Posted in: Miscellaneous Development
  • 0

    posted a message on Unit Train Icon

    hiho,

    then tell me what i have to change. i look though the queu data but nothing seems to have something to do with buttons. xD

    Robbepop

    Posted in: Miscellaneous Development
  • 0

    posted a message on Auto Unit Train
    Quote from Robbepop: Go

    edit: ok, another bug appeared. i have got 3 units which i now can auto-train. but i want that all 3 units can be auto-trained at the same time. the training time is set to 0, so it should be no problem. but when i right-click on all of them, just the last clicked unit is trained, the others not...

    edit: i have to corretct my 2nd edit. it is not the last unit which got clicked by me but it is the strongest. i put all the 3 units in the train ability. 0 = fast unit, 1 = ranged and 2 = siege unit. so when all are activated, siege unit will be made, if 0 and 1 are activated ranged units will be trained etc...

    edit: ok im confused. when i activate all then ranged are trained. 0.o

    hiho,

    bump

    im still having this bug or what i should call it. can really nobody help me? o.o

    Robbepop

    Posted in: Miscellaneous Development
  • 0

    posted a message on Unit Train Icon

    hiho,

    ok thank you i will try to find it. xD

    if it works i write it into this post with an edit. ;-)

    Robbepop

    edit: ok i noticed that i can't follow you. how should this help me? actually my units have got their icons and they are working. 0.o or what icons do you mean? as i already said i tried it with standart immortal units and it was also bugged so i think it is a bug related on the ability... well anyway thank you for your help but im confused about your answer atm. xD Could you pls make a screenshot or something like that of what you mean?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Unit Train Icon

    hiho,

    well i also though like you but i tried to replace one of my custom units with a standart immortal and there it also bugged which said me that it does not depend on the units actor but on the ability itself...

    and btw: my units have icons. (the ones you can see in the hunter base)

    Robbepop

    Posted in: Miscellaneous Development
  • 0

    posted a message on Unit Train Icon

    hiho,

    for my custom map i made an own training ability for a custom unit which is able to train other custom units. xD now i realized that the icons of the units are all blue and bugged.

    here a screenshot: http://img249.imageshack.us/img249/5923/builderhunteditorbug2.jpg

    how can i fix this?

    Robbepop

    Posted in: Miscellaneous Development
  • 0

    posted a message on Completely Custom UI (decently advanced map editors will understand this thread)

    hiho,

    @NeoDeathXp: you made my day.^^

    it is totally clear that you really DON'T need to make arrays for different players as mille said. i also coded my working custom UI without any arrays because of different players. that's why those UI functions aren't global but player based. perhaps you already use for "All" players - but then you really need arrays which is senseless. xD

    the thing with destroying a dialog is also very funny because you don't need to destroy a dialog if you just want to hide it for some players or just for a single player.^^

    Robbepop

    Posted in: Project Workplace
  • 0

    posted a message on Timer Event does not react for one Trigger

    hiho,

    sry for my late response...

    i made a trigger which should execute when a timer elapses. well i created that timer and even a window for it, so that i can see when it is done. but when the timer reaches 0 nothing happens.

    i thought this would be enough. but ok, i will show you the trigger for the creation of that timer even if i know that it works due to the fact that the timerwindow works... http://peeeq.de/gui.php?id=1981

    i showed you my trigger with the workarround because this one was working. but with the expire event and without the condition it did not work - which is very strange if you ask me. in another map of mine this works perfectly. 0.o

    and here the trigger without the workarround: (not working) http://peeeq.de/gui.php?id=1982

    as i already said i made a timer window for the gamestart time to look if the timer runs out and yeah it does - thats why i created the working work arround. but i really want to know why the real event does not work...

    btw: the turn off action at the end of the trigger is needed because of the workarround which triggers every second. when i hadn't this turn off and i win or lost the game and still didn't quit it, the win/defeat messages poped up every second ... (not good xD)

    Robbepop

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Misc] How to Publish Custom Maps on Battle.net 2.0

    hiho,

    after i published my map long time in private state to test it. i was now able to publish it to public. after i did all which is discribed here it didn't really work ... when i host my published map i just can't open it to public. -.-

    here are my settings: http://img405.imageshack.us/img405/8748/builderhunteditorbug.jpg

    however, i already used many other settings. can anybody say me what i did wrong? or do i just have to wait until bnet2.0 checked out that i uploaded my map to public and not - like always - to private? xD

    btw: i always removed my maps when i wanted to upload a new one. =)

    Robbepop

    Edit: do i really have to publish it unlocked to play it public? - omg blizz if true -.-

    Posted in: Tutorials
  • 0

    posted a message on Custom Lowered Supply Depot Problem

    hiho,

    i also had this problem and solved it by changing the actors events. there you just have to search for morph and set the values to your new supply depot. it isn't a nice work because of strange editor functionality but anyway it worked for me. =)

    Robbepop

    Posted in: Miscellaneous Development
  • 0

    posted a message on Auto Unit Train

    hiho,

    i already did that. but interceptors are another thing to train. they are ammo for the carrier and have got a leash range or something like that. so thats something i don't need. the bug i now have is the one i edited 3 times in my last post. xD

    Robbepop

    Posted in: Miscellaneous Development
  • 0

    posted a message on Auto Unit Train

    hiho,

    it bugged because of the allowed targets. i had to set player as an available target ...

    works now perfectly thanks!

    just one last thing ... xD i don't see now how much supply my units cost - am i able to set supply costs which just display but are no real costs?

    Robbepop

    edit: ok, another bug appeared. i have got 3 units which i now can auto-train. but i want that all 3 units can be auto-trained at the same time. the training time is set to 0, so it should be no problem. but when i right-click on all of them, just the last clicked unit is trained, the others not...

    edit: i have to corretct my 2nd edit. it is not the last unit which got clicked by me but it is the strongest. i put all the 3 units in the train ability. 0 = fast unit, 1 = ranged and 2 = siege unit. so when all are activated, siege unit will be made, if 0 and 1 are activated ranged units will be trained etc...

    edit: ok im confused. when i activate all then ranged are trained. 0.o

    Posted in: Miscellaneous Development
  • 0

    posted a message on Auto Unit Train

    hiho,

    i did that what you said. when i click on the button i train a unit which is good. but when i then activate auto-cast just nothing happens. 0.o

    do you know what to do that it works for repeatly training my unit?

    Robbepop

    Posted in: Miscellaneous Development
  • 0

    posted a message on Animation, Sounds and Missiles are lost when changing Weapons

    hiho,

    thanks dude. well i tried to remove all files of my hydralisk and start over completely again. now i copied the whole unit but a few things. now im able to remove the attack and the armor seems to work again. however, when i now change the weapon effect of the copied weapon to the effect i want - the missile does not show up again. T.t i then copied other data which was connected with that weapon effect - but nothing works. when i change the actors id or any id (for example the unit's id) everything gets messed up! 0.o

    all in all: it still does not work. -.-

    Robbepop

    edit: @zifoon: how can't it work when i duplicate and connect everything i can just find in the data editor which is connected with the weapon and effects of that weapon and actor etc... !? we really need here a tutorial for missile attacks. T.t

    Posted in: Miscellaneous Development
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