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Nov 3, 2012Posted in: Project Workplace
Looks very cool. May I ask how you got the WoW textures to work? I imported the textures first, saved and closed the editor as advised before importing the models, but still get missing spots or no textures altogether on some models. The tutorial thread I used was so old that I wonder if patches since then have altered the process.
Oct 16, 2012Posted in: Data
So I'm still kinda novice with actors and I searched for this topic to no avail, so sorry if this has been covered. My issue is actors not working the first time they're triggered but then they're fine for the rest of the level. As an example, the firebat suffers the same problem in the campaign. His attack still damages and makes the sound the first time, but the flame launch model doesn't play until the second time onward.
I have a hunch it has something to do with too many messages triggered from the same event, or possibly validateplayer terms. I just haven't put the pieces together yet.
Sep 15, 2012Posted in: General Chat
I've been out of the sc2 loop for a while and notice that with the new patch and implementation of the arcade that you can no longer launch files directly with right click+"open with sc2" or by dragging them onto your exe icon. This is a problem as test document has a particular tendency to screw up a.i. attack wave triggers, amongst other things I'd imagine. I don't know how well single player type maps would work in arcade, but at the very least I'd certainly like to be able to test the AI functionality before publishing the map.
I'm pretty computer illiterate- I'm hoping there's a fairly noob solution to this. Any information would be appreciated.
Oct 28, 2011Posted in: Galaxy Editor Bugs and Feedback
I think I'm getting the same thing. The data editor now lists older versions of the unit, button, etc. I thought at first that this was the parent version now displayed separately from the updated version because it has Liberty.sc2campaign/mod in the source column. But upon inspection, it too has my changes, despite the source column not listing my dependency. I also can't delete or reset to parent. And in game, the older version seems to be the one it defaults to.
Apr 12, 2011_ForgeUser4347922 posted a message on "Barrier" unit/doodad type sinking into the groundPosted in: Galaxy Editor Bugs and Feedback
The search function yielded nothing for me on this subject, and it's a wierd one: the space platform destructible barrier type unit AND doodad are both "sunken" into the ground, so to speak, in both the editor and game for me. Wondered if anyone else encountered this or know what's causing it. Here's a link to a picture of the phenomenon. Thanks.
Aug 15, 2010Posted in: Miscellaneous Development
This is a really small issue, but I have a map that actually uses it so I figure I'll give it a shot:
Has anyone else noticed that the "docking bay" decal variation has been replaced by a second "caution" one? Dunno if this happened in beta phase 2 or release, but I just noticed it recently. Are my dependencies messed up or did Blizzard indeed give the decal the axe? Thanks
EDIT- Ah, I just noticed new doodad called Space Platform Ground Decals that includes it and a few other new ones, although they look kind of stretched and funny in some cases. In either event, mods, you may delete this thread :P
Jul 8, 2010Posted in: Terrain
Quote from InternetNinja: Go
I think that a lot more textures and quality is added to the map in-game. So I was fiddling around with the triggers for my terrain showcase, and I found two little tips to make the map easily viewable ingame. Go to the map initialization trigger and delete the 'set default melee options for all players' action it will remove the instant victory screen. Then make a region that covers the whole map, and make a new action that says 'Visibility- Reveal [Region] for [Player 1] for  seconds and [Do Not] check cliff level' This will reveal the entire map.
there's another revealer option that's permanent.
Jul 8, 2010Posted in: General Chat
- The map is no longer revealed during cinematic mode.
- Hitting Esc during cinematic mode (but not during regular game) brings up the F10 menu.
- Certain sound, issued order and unit values in triggers need to be reset. Probably other fields too, but those are what I've noticed.
- Neural Parasite now seems to have a limited duration.
- Spawned Infested Terran seems to be permanent now. (may need to double check, but I didn't see a timer bar)
- New ability Leech listed for Infestors, although they dont have the button for it in their command card. Drains all mana from an enemy spellcaster and gives it to the Infestor.
- Hold Fire is now a toggle ability
- Units have a falling animation when unloading from a medivac
Jun 29, 2010Posted in: General Chat
Quote from RileyStarcraft: Go
But why would you be trying to start SC2 directly anyway instead of through a launcher or the editor (which don't have this problem.)
Because the computer AI on maps that uses it sometimes doesn't work when playing the map via test document. Thanks for the replies guys. I think the problem can be temporarily solved by going into tools in internet explorer and checking "work offline."
Jun 29, 2010Posted in: General Chat
Hey, I'm having a problem which I think is related to my computer but I thought I'd check here to rule out being a game error.
Basically, Starcraft 2 takes a good 2 to 3 minutes to launch after clicking it. The little rectangle logo shows up in windows then the delay before switching to the log-in screen. I was wondering if this could be related to the maintainance, maybe the game checking for a response from b.net or something. Has anyone else seen this? Tried reinstalling it (then lost the patches, doh), thought it was a problem with my computer, did a clean system recovery to factory conditions, and yet the problem persists.
Like I said, I think it's a problem with my computer, so if anyone is knowledgable in that area and has any idea, that'd be helpful too. I took it to a computer service place who said they detected no hardware issues. I tried swapping out memory cards, and afterwards I also notice dxdiag isn't seeing all 8g of my ram, just 6g. I was under the impression that it didn't matter which slots the cards went in though, so would swapping them cause this if all the cards and slots were indeed functional?
Jun 18, 2010Posted in: Miscellaneous Development
Quote from Joshjje: Go
Perhaps try making the action definition its own "thread". Click the action definition its in the list of checkbox options (create thread). Not sure if this will do the trick, but may.
that did it, thank you
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