I made and published an extension mod. When I test it alone, or in a public game after publishing, it's ok.
But if I want to 'Invite a friend' in the game, he gets the message "Dependencies could not be validated" and can't join the game. The same is if the friend is in the same group of host.
I can make the game with the friend if we are already in group and we create the game after, there is no error. Then, even if the friend has downloaded the mod, he still can't be 'invited' in the game. Only solution is to create the game together already in the group.
I use the SwarmMulti.SC2Mod only. Note that before I had Swarm.SC2Mod, and I included SwarmMulti.SC2 and then deleted the Swarm.SC2Mod as SwarmMulti includes Swarm.
But since then I have this warning message in the editor when I open the mod :
XML: GameData\TextureData.xml(1,1) : m_comment == NULL Source: Mods/SwarmMulti.SC2Mod/
Maybe all these are linked together.
I don't know if it's a bug or if it's something I've done wrong in Dependencies, maybe I can do something to correct that ?
I want that the 8 players of my map get each one his own team in the lobby, player 1 = team 1, player 2 = team 2 etc. players can change their team but ONLY if the team's slot is 'open', if the slot is already used, the second player can't 'join' the first one, we can't have more than 1 player in each team.
I could block team slots but players can't change their team too, but they should be able to.
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I created this topic : http://us.battle.net/sc2/en/forum/topic/11583288362
I link the thread here to track the issue.
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Hi,
I made and published an extension mod. When I test it alone, or in a public game after publishing, it's ok.
But if I want to 'Invite a friend' in the game, he gets the message "Dependencies could not be validated" and can't join the game. The same is if the friend is in the same group of host.
I can make the game with the friend if we are already in group and we create the game after, there is no error. Then, even if the friend has downloaded the mod, he still can't be 'invited' in the game. Only solution is to create the game together already in the group.
I use the SwarmMulti.SC2Mod only. Note that before I had Swarm.SC2Mod, and I included SwarmMulti.SC2 and then deleted the Swarm.SC2Mod as SwarmMulti includes Swarm.
But since then I have this warning message in the editor when I open the mod : XML: GameData\TextureData.xml(1,1) : m_comment == NULL Source: Mods/SwarmMulti.SC2Mod/
Maybe all these are linked together.
I don't know if it's a bug or if it's something I've done wrong in Dependencies, maybe I can do something to correct that ?
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Ok thanks.
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Hi,
I'm creating an extension mod, I wanted to modify the alternated form of the Thor in HotS, but it's still the WoL's Thor in the editor.
I wanted to find it through the Factory build menu, but.... the Warhound button is set instead, and there is no Widow mine too.
In fact, all construction buildings have only WoL units, no HotS units anywhere.
Note I look in Swarm.SC2mod on the Data Editor. (I looked in all dependencies)
Any idea on this ?
Thanks.
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Hi,
I want to find the best/easiest way to increase life of all units by triggers.
For exemple, I build a Command center or SCV, they should have 15 000 and 450 hp.
I tried various things (modifying catalog of each unit, event 'unit created'), but the most annoying part are buildings under construction.
Normally, the building which construction has just started has 10% life and grows gradually until 100%, but here it starts at 90% instead of 10%.
What would you do ?
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Hey, your work about Z is interesting :)
I've also made a map based on Z called 'Territory Contest'.
Units aren't from Z, but other things like building time, music, territory limits are.
http://www.sc2mapster.com/maps/territory-contest/
The map is available on Europe and US Bnet servers.
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I just finished my 2nd Starcraft II map : Territory Contest !
Project page : http://www.sc2mapster.com/maps/territory-contest/
Capture territories, get more troops, and destroy all opponents !
Territory Contest is based on the RTS game 'Z' by The Bitmap Brothers, and on my Warcraft III map of same name.
-Capture territories to increase your production speed.
-Touch a flag to capture the territory.
-Destroy all opponents' Forts !
-Units on grass have 65% speed.
-You can press Escape to zoom out the camera.
Territory Contest is available on Bnet on Europe and US.
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@Danicela: Go
Ok I've done it.
I've created a requirement as 'Show - CountBehavior(<Name of Behavior>,CompleteOnlyAtUnit))' and with 'Can be deleted - Show'.
When I set the button to the command panel, when I select the behavior, I choose my requirement.
When I add/remove the behavior by trigger, the behavior is correctly shown/hidden.
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Hi,
I would want to make units go faster on roads I draw on terrain.
I noticed a trigger which verifies the type of terrain for a unit, but the roads are not included in the list.
How can I make a test on these roads ?
Thanks.
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I don't find what trigger to use, this requirement should be unit specific and shouldn't apply to the whole player.
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Ok.. then what would be the simplier way ?
I just want to do WC3's 'Remove Ability' trigger equivalent.
This button is just to give a text, it should do nothing, it shouldn't be clickable, I just want to hide it when I want.
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@onslaughtbear: Go
Do I need to create a 'requirement' first ?
I would want to hide the button by triggers without considering requirements, can I ?
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You misunderstood, they just told that they couldn't say if they will release a title in 2011, that doesn't mean they won't be releasing one.
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I like this topic :)
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Hi,
I want that the 8 players of my map get each one his own team in the lobby, player 1 = team 1, player 2 = team 2 etc. players can change their team but ONLY if the team's slot is 'open', if the slot is already used, the second player can't 'join' the first one, we can't have more than 1 player in each team.
I could block team slots but players can't change their team too, but they should be able to.
Any ideas?
Thanks.