You should be able to do cross-map saving as long as you're using the same account to publish all the maps. Those IDs are not map IDs but the publisher's account ID. That mean's only one account has access to read and write his own bank files.
I haven't tested it myself but I looked at my account's ID and the bank files that are related to maps I published, the IDs are the same.
Now only thing that worries me is the rare occurrence of a bank validation failing on a legit signature. I'm hearing from several different popular maps where some people's saved stuff are getting deleted.
Once a unit a dies, they "resurrect" as a giant infested terran attached to themselves. Now once ANY unit damages that resurrected unit, they too get a giant infested terran attached to them. Any unit afflicted by the giant infested terran attachment will visually create a nuclear explosion upon death. It's like a virus!
Fix was a simple removal of an event term that for some reason creates the infested terran actor everytime attack ability is used.
Buttons on command cards were moved and superimposed on other buttons. Simple fix, just move em back to original spot.
So any idea if the built-in bank signature thing will at least (much more) difficult to hack banks? I removed encryption and hashing for my map completely to reduce some processing. Only reason I still use starcode is for string compression, which is very nice.
Got 2 problems w/ your original data from Recursive_Chain_Lightning.SC2Map. I only fixed one of them.
1) When the caster dies while the chain lightning is still going, the chain becomes infinite until it can no longer get units within its search radius. I fixed this by adding "Caster is not Dead" validator on Chain Lightning (Set)
2) Sometimes when chain lightning kills a unit, the counter breaks and the chain lightning just ends w/ 2 additional chains branching off other units. No idea how to fix this one.
To me it seems there isn't a completely working data editor only solution to return a precise % damage back. I've tried damage response effects, negative damage leeching, modifying unit hp by %, don't work as intended.
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You should be able to do cross-map saving as long as you're using the same account to publish all the maps. Those IDs are not map IDs but the publisher's account ID. That mean's only one account has access to read and write his own bank files.
I haven't tested it myself but I looked at my account's ID and the bank files that are related to maps I published, the IDs are the same.
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Now only thing that worries me is the rare occurrence of a bank validation failing on a legit signature. I'm hearing from several different popular maps where some people's saved stuff are getting deleted.
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Let's see how Blizz dodges these questions.
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Maybe they intentionally did this because they wanted maps to cycle. I mean Blizzard doesn't have the best programmers but they can't be THIS bad.
Now like OneTwo said, if they added a Search function...
Why do they refuse to add a search function for join games list!? There's already one for Create games, why not Joining?
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Once a unit a dies, they "resurrect" as a giant infested terran attached to themselves. Now once ANY unit damages that resurrected unit, they too get a giant infested terran attached to them. Any unit afflicted by the giant infested terran attachment will visually create a nuclear explosion upon death. It's like a virus!
Fix was a simple removal of an event term that for some reason creates the infested terran actor everytime attack ability is used.
Buttons on command cards were moved and superimposed on other buttons. Simple fix, just move em back to original spot.
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Having mixed feelings of this "bug"!!!
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So any idea if the built-in bank signature thing will at least (much more) difficult to hack banks? I removed encryption and hashing for my map completely to reduce some processing. Only reason I still use starcode is for string compression, which is very nice.
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your avatar is a dog that's not right
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First
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Got 2 problems w/ your original data from Recursive_Chain_Lightning.SC2Map. I only fixed one of them.
1) When the caster dies while the chain lightning is still going, the chain becomes infinite until it can no longer get units within its search radius. I fixed this by adding "Caster is not Dead" validator on Chain Lightning (Set)
2) Sometimes when chain lightning kills a unit, the counter breaks and the chain lightning just ends w/ 2 additional chains branching off other units. No idea how to fix this one.
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This is the best thing ever.
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Preventing bank duplication would work if we could retrieve some sort of player information as a string :(
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To me it seems there isn't a completely working data editor only solution to return a precise % damage back. I've tried damage response effects, negative damage leeching, modifying unit hp by %, don't work as intended.
There is however a trigger albeit inefficient solution to this: http://forums.sc2mapster.com/development/map-development/4198-damaging-an-unit-in-a-trigger/#p5
If you ever find a working data-editor only solution, let me know! :)
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Can't say im a huge fan but I liked playing the starcraft maps that were based on it! :)
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http://www.joystiq.com/2010/10/13/valve-announces-dota-2/
What do you guys think? Disappointed? Excited? Indifferent?