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    posted a message on Double units, why?

    I would assume that is so they can rebalance the multiplayer units without changing the single player units.

    Posted in: Miscellaneous Development
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    posted a message on TD voidray beam problem

    @Etravex: Go I believe that is the voidrays "charge" effect which should get attached to the voidray itself but obviously cant because the mount point is not present on the fleet beacon. I don't remember exactly but there is an attack for the voidray attack (or voidray attack beam) that has events which create these when the different charge levels occur. You should be able to remove the events to prevent the model from appearing. It was a long time ago that I fixed it so I can't remember exactly which actor it was.

    Posted in: Miscellaneous Development
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    posted a message on Spine Crawler Actor Help

    There is a spinecrawlerattack and spinecrawlermissile actor I think which also needs to be duplicated. Also the unit used as the "projectile". The actors need the events changed to the appropriate events aswell I think.

    I spent ages try to get them to work too but I dont remember exactly what I did other than duplicate absolutely everything I could and manually change any fields which pointed to the old units/actors.

    Posted in: Miscellaneous Development
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    posted a message on attaching a bleed effect to a behavior

    If there is no Actor then create a bleed effect Actor that is linked to the model and edit the events and do what was said above.

    Posted in: Miscellaneous Development
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    posted a message on Morphing actor disappearing [solved]

    It is a bit of a vague question, any number of things could be wrong. Have you checked the actor you are morphing into to see if it has an event that creates it when the morph ability finishes?

    Posted in: Miscellaneous Development
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    posted a message on Unpolished maps ?

    I have spent quite a while cleaning up small details in my map but at the end of the day you want people to try it. With the release of the publishing system I even had to add a spelling mistake into it because the word Support was not allowed and so I removed a P to let it get through the filter...

    I am sure once official publishing is released the most popular maps will be the ones that are polished but for now everyone is just trying out interesting things :P

    Posted in: Miscellaneous Development
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    posted a message on Game End and Score Screen on battle.net

    So I published my map on battle.net and it works except when you win or lose, you not only have to click the score screen button twice but when the score screen loads it says that it is unable to load the score screen and that the match is still in progress.

    Anyone know how to make this work properly? Are there any settings I need to set to make the score screen work or triggers I should be using to make sure the game ends properly? Can't test any of this sort of thing with the editor alone, and is time consuming to try random things and republish my map on battle.net to find out it made no difference.

    Posted in: Miscellaneous Development
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    posted a message on [Info] Patch 13 Editor Changes

    best change ever. You can now copy and paste Events!

    Also has it always had the ability to select multiple objects and edit them all at the same time? (selecting multiple will give you many columns on the right which you can select multiple of, such as setting the race on all units at once to the same thing)

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Publish: Error: Default values are not valid

    nope. Seems that custom races make it give this error. Someone on the battle.net forum said they had the same problem and removing the custom races fixed it. This thing really could do with some actual ERROR Messages..................

    Managed to upload it now. Though as to how anyone can find it other than me I have no idea.

    Why is there a selection for Blizzard Maps, Popular Maps, Recent Maps and My Maps but no option for ALL maps.

    Posted in: Miscellaneous Development
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    posted a message on Publish: Error: Default values are not valid

    So I tried to publish my map but no matter what I do it just keeps telling me default values are not valid, it does not tell me what values it is talking about or any clue as to what it could possibly mean.

    Anyone else had this problem and solved it? or have any idea what it might be talking about?

    This publish stuff is more like alpha than beta...

    Posted in: Miscellaneous Development
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    posted a message on Publishing errors

    Yeah it is stupid. I mean the word "support" really??

    I renamed my towers to Suport towers....

    Posted in: Miscellaneous Development
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    posted a message on Weapon firing point of origin [SOLVED]

    In general you need to find the Actor that represents the units attack. For the voidray it is a beam actor called "Voidray attack beam" or something similar, that lets you specify the attachment points. I imagine it is similar for other affects, though I havent tried with addons or anything.

    In the case of the Voidray beam you just find the launch attachment+ section and change it to a different attachment point which you can find as explained above by xenrathe.

    The Voidray beam itself is a bit of a mess, I re-implemented it myself because changing it was a pain. To make it reset after each target you can probably edit "Void Ray (Initial Set)" and remove the damage level 2 and 3 from the list. This means when it fires it wont bother trying to run those abilities. But since the first ability wont fire if there is quad or double damage buff present then you may also need to remove the validator for those on the damage level 1 or add an effect which removes the buff when damage level 1 is triggered or something.

    Posted in: Miscellaneous Development
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    posted a message on Teching buildings

    For inbetween morphs you just make an actor for the morph and give it a model that has the animation you want. Stick a Create event on it base in the AbilMorph.*.Start and a destroy on its AbilMorph.*.finish so it just appears for the duration of the morph.

    I figured this out by looking at the siege tank specifically. For a morph you need:

    Start Actor <- add a Destroy event based on the morph start Morphing Actor <- add a Create event based on the morph start and add a Destroy event based on the morph finish End Actor <- add a Create event based on the morph finish

    For the morphing I am using the protoss warping effects as they look cool and hide the fact that the new model just appears afterwards.

    That is just for the animations and models of course. The actual morph needs a morph ability which will perform the morph on everything but the actor but you seem to have that part figured out. Explaining this editor in words is really hard...

    Posted in: Miscellaneous Development
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    posted a message on Changing Movement Type

    I have noticed that sometimes it won't let you edit things (it doesn't have anything to do with bring greyed out though) Maybe just try restarting the editor. What was said above is correct and works for me for all units I have tried it with.

    Posted in: Miscellaneous Development
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