quote post #1: "i just made my own, because i need several different salvages for my towers. (but not soo many that i would need a flexible trigger for it)"
i really want it like the bunker salvage and definantly NOT with a trigger ...
bug is still not fixed and i haven't got the clue how to fix it.
is there really nobody who is able to help me?
i could release my map if the bug is fixed. -.-
today i wanted to use the player property funktion to set the supply max of a target player to a value.
this did not work in any way i think it is just a bug...
today i made a salvage ability,
which is completely just copied by the blizz salvage of bunkers.
i just made my own, because i need several different salvages for my towers.
(but not soo many that i would need a flexible trigger for it)
i click at my custom button and then the bar for the 5 secs delay appears for a really short periode of time,
sometimes you can't even see it and nothing else happens. >.<
when i use the normal salvage ability of the bunker with my structures everything works fine. 0.o
do you know what i did wrong?
or is this a known bug - because i really just copied everything but the mineral costs (-1 instead of -100). xD
as the title says i have got upgrades in my new map with 20 level each.
everything works perfectly but i can learn those upgrades over their level - without an effect.
that's why i just want to hide them like blizzard does with their one-level-upgrades. xD
but in my case it does not work with the requirements.
i copied the requirement of zerg melee attackers, set the upgrade to my upgrad and the level to less than a constant of 20. (20 = level cap)
this did not work as well as greater than, equal, not and everything else ... -.-)
does here anybody know what i did wrong?
thanks in advance!
i got a problem with a 0.55 scaled refinery.
when i build it with my builder it looks much bigger than it is in real when the build begins or is finished...
that all did not work.
as i said i tried really everything.
now i changed the ComponentList.SC2Components in my dektop after i extracted it from the map to there.
then i removed the file from my map and added the changed one.
the rest of the things you have to do is to ad a new folder "enGB.SC2Data" and add the localized stuff and folder into it.
in the end - remove the US data folder completely - done. =)
i got a huge problem...
well, i started an RPG project with the US editor to get the GE 30 hours earlier. xD
as i got an own beta key i moved to gb version (im german).
now i have got the problems as all people moving from US to GB (or anything else) have.
i tried to relocalized my map many times and it works until i save the map again - i even don't need to change something and everything won't work again.
the editor then just removes the whole other data in the .mpq archive but the US files which the game can't read. 0.o
are there any possibilities for me to fix this so that i don't need to chance it everytime i save my map? T.t
my friend had the same problem and solved it - but he does not know how he exaclty did it.
he also fails with my map. :-(
ah btw: i explored that the editor can not load map map info data for some reason.
so i had to set the values for the players again and saved.
closed the editor - restarted it and loaded my map again -> same error. 0.o W T F !
i can still save my map.
but as long as the non-compressed value of the triggers is above the 2mb limit i can not play it.
this is very sad if you think about the fact that blizzard said that we are able to have more than tousand triggers in a map without any problems.
as you can see in the first screenshot i have exactly 21 triggers while about 9 or 10 are not active!
as long as blizzard does not fix this really extreme epic fail i won't go on develop any other maps.
with the current limit i would not be even able to make small maps like line tower wars or something like that!!
i think it would be really nice if you could define global values in the gameplay data such as globals maximum movementspeed or how armor and things like that work on units.
for example, many people do much more like the wc3 system where the armor prevents damage with a percentage which is defined with a function.
you could collect such global values and make them editable in the gameplay data. =)
0
hiho,
thanks, but pls read this again...
quote post #1: "i just made my own, because i need several different salvages for my towers. (but not soo many that i would need a flexible trigger for it)"
i really want it like the bunker salvage and definantly NOT with a trigger ...
Robbepop
0
hiho,
bug is still not fixed and i haven't got the clue how to fix it. is there really nobody who is able to help me? i could release my map if the bug is fixed. -.-
Robbepop
0
hiho,
i think atm it does not work. but it is something really important for example for map options. =)
< - - - - I - - - - - - - - - >
that's how it looks like in my mind.^^
Robbepop
0
hiho,
today i wanted to use the player property funktion to set the supply max of a target player to a value. this did not work in any way i think it is just a bug...
that's it! :D
Robbepop
0
hiho,
today i made a salvage ability, which is completely just copied by the blizz salvage of bunkers. i just made my own, because i need several different salvages for my towers. (but not soo many that i would need a flexible trigger for it)
i click at my custom button and then the bar for the 5 secs delay appears for a really short periode of time, sometimes you can't even see it and nothing else happens. >.< when i use the normal salvage ability of the bunker with my structures everything works fine. 0.o
do you know what i did wrong? or is this a known bug - because i really just copied everything but the mineral costs (-1 instead of -100). xD
Robbepop
0
hiho,
yeah 1 min ago i switched to the other grafical structure in requirements and saw there, that my conditions were set wrong... >.<
now i got it like you. =) thanks anyway - works perfectly! :D
Robbepop
0
hiho,
as the title says i have got upgrades in my new map with 20 level each. everything works perfectly but i can learn those upgrades over their level - without an effect. that's why i just want to hide them like blizzard does with their one-level-upgrades. xD
but in my case it does not work with the requirements. i copied the requirement of zerg melee attackers, set the upgrade to my upgrad and the level to less than a constant of 20. (20 = level cap) this did not work as well as greater than, equal, not and everything else ... -.-)
does here anybody know what i did wrong? thanks in advance!
here a picture of my requirement: http://img692.imageshack.us/img692/4388/builderbug2.jpg
Robbepop
0
hiho,
i got a problem with a 0.55 scaled refinery. when i build it with my builder it looks much bigger than it is in real when the build begins or is finished...
does anybody here know how to fix it?
screenshot: http://img690.imageshack.us/img690/5815/builderbug.jpg
Robbepop
0
hiho,
that all did not work. as i said i tried really everything. now i changed the ComponentList.SC2Components in my dektop after i extracted it from the map to there. then i removed the file from my map and added the changed one. the rest of the things you have to do is to ad a new folder "enGB.SC2Data" and add the localized stuff and folder into it. in the end - remove the US data folder completely - done. =)
it even works now with saving etc ... ^^
Robbepop
0
hiho,
i got a huge problem... well, i started an RPG project with the US editor to get the GE 30 hours earlier. xD as i got an own beta key i moved to gb version (im german). now i have got the problems as all people moving from US to GB (or anything else) have. i tried to relocalized my map many times and it works until i save the map again - i even don't need to change something and everything won't work again.
the editor then just removes the whole other data in the .mpq archive but the US files which the game can't read. 0.o are there any possibilities for me to fix this so that i don't need to chance it everytime i save my map? T.t
my friend had the same problem and solved it - but he does not know how he exaclty did it. he also fails with my map. :-(
Robbepop
0
@xxnxx: Go
hiho,
i have got the same problems. i tried to reset all map info data and it works - great ...
blizzard should fix this as fast as possible!
Robbepop
0
hiho,
ah btw: i explored that the editor can not load map map info data for some reason. so i had to set the values for the players again and saved. closed the editor - restarted it and loaded my map again -> same error. 0.o W T F !
Robbepop
0
hiho,
well i now disabled all my functions, triggers, records etc... and it still does not work. 0.o what is wrong? how can i fix this?
and yeah, i downloaded patch 12...
Robbepop
0
hiho,
today i just wanted to go on developing my RPG map. after i finished my new system for the target window i noticed a new epic fail of the editor...
http://img169.imageshack.us/img169/1795/socrpgoverviewerror.jpg
as you can see im slightly above the 2mb limit of the new and "great" editor.
and this is the result of it...
http://img188.imageshack.us/img188/8163/socrpgerror.jpg
i can still save my map. but as long as the non-compressed value of the triggers is above the 2mb limit i can not play it. this is very sad if you think about the fact that blizzard said that we are able to have more than tousand triggers in a map without any problems. as you can see in the first screenshot i have exactly 21 triggers while about 9 or 10 are not active!
as long as blizzard does not fix this really extreme epic fail i won't go on develop any other maps. with the current limit i would not be even able to make small maps like line tower wars or something like that!!
Robbepop
0
hiho,
i think it would be really nice if you could define global values in the gameplay data such as globals maximum movementspeed or how armor and things like that work on units. for example, many people do much more like the wc3 system where the armor prevents damage with a percentage which is defined with a function. you could collect such global values and make them editable in the gameplay data. =)
atm i miss such a feature! anybody else?
Robbepop