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    posted a message on Map doesn't load when published?

    @Siaon: Go

    Thanks so much for your time Siaon. Unfortunately I made all the changes you suggested and it still doesn't work. Any other ideas?

    I'll upload the new version with said changes right now in case you want to have a look at it.

    Posted in: Miscellaneous Development
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    posted a message on Map doesn't load when published?

    @Siaon: Go

    If you look for mistakes you'll probably find quite a few since I learned how to use the editor making this map :)

    Still, the map works perfectly fine when I test it offline... And deleting these action doesn't fix the problem unfortunately, I just published it without them.

    It is public on EU so you can try it for your self if you have an EU account.

    Posted in: Miscellaneous Development
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    posted a message on Map doesn't load when published?

    Thanks! I just uploaded v0.95 that contains all the game variant settings I'm using.

    Posted in: Miscellaneous Development
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    posted a message on Map doesn't load when published?

    Hey everyone. I have created this Multitasking Trainer map which I'm now trying to publish on b.net.

    The map works fine when I test it through the editor but when I try to run published versions through battle.net, the loading screen freezes when the bar is about 3/4 full for about 5 minutes or so an then the map is loaded, instantly giving me a "You have been Dropped" message.

    Has anyone encountered this problem before or have any tips on how to fix it?

    I suspect it may have to do with how players and/or game variants are set up even though I have followed all the instructions on this thread.

    (In case anyone wants to check the map, v0.941 is the last working version with no b.net settings at all and v0.95 is the version I'm trying to publish with game variants set up)

    I would really appreciate any help since I've been stuck trying to fix this for a couple of days T_T

    Posted in: Miscellaneous Development
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    posted a message on In-Game Help/Loading Tips

    I think you are looking for Actions->UI->Clear All Tip Alerts

    Posted in: Miscellaneous Development
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    posted a message on Timer Windows

    @progammer: Go

    Ok, thank you :)

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Timer Windows

    Forgive me if this has been posted before, I looked and didn't find anything.

    All timer windows I create seem to have a purple background regardless of the background color I set.

    Does anyone else have this problem? Anyone have a solution??

    If there is no solution available right now, would a trigger that runs every 1 game second and updates the text on a dialog to create a "fake" timer window be using too many resources or be bad in any way?

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Patrolling: can you limit it?
    Quote from ctccromer: Go

    a)[...] "Issue order" only gives the Hold Position option out of all the move types. I see the replace existing orders thing youre talking about, but then what action would it be?

    You only see "Hold Position" because but default "Issue order with no target" is selected when you use the Issue Order action. You need to click the parenthesis right before (Ability Command) and change to "Order Targeting Point".

    Quote from ctccromer: Go

    b) how would i do this? I think i'd set up a variable for "Patrol Distance" as an integer and then say condition "Patrol Dristance > (more than i want the distance to me)". I'm still new to the whole variable/constant thing. Do i need to attatch the variable to anything so it'll register or..? Also, for the events on this too, what would i do?

    You can use something like:
    If Distance between (Target Point for Triggering Order) and (Position of Triggering Unit)>Patrol Distance
    Then ...

    Posted in: Miscellaneous Development
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    posted a message on "Create melee starting units" and larvae

    @lnsidious: Go Thanks for the reply. This is a possible solution but unfortunately with this method the larva won't "belong" to the hatchery so rally points, the "Select larva" ability etc don't work. You just get three random larva sitting around. Since it is a practice map I'm working on I'd rather avoid this.

    The only way I can think of right now is not using the "create melee starting units" action and creating all the stuff manually but it seems like a silly way to do it.

    Posted in: Miscellaneous Development
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    posted a message on "Create melee starting units" and larvae
    Quote from ezbeats: Go

    i was playing with the hatcherys and spawn larva stuff too. i believe if they are allowed to spawn on map init, they will create the max they are allowed by default. what i did was i believe i 'paused' the unit on map init, then after .01 seconds unpaused the unit. i believe thats all i had to do, but i do remember when they were created and alive during map init, they made their max larva right off the bat.

    Thanks for your help! Could you please explain a little bit more what you did? From what I understand you created the Hatch at map init, then paused it and unpaused it?

    I'm looking for a way to create a Hatchery with full larvae after map init since I want the player to be able to choose his race from a dialog first.

    Posted in: Miscellaneous Development
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    posted a message on "Create melee starting units" and larvae

    So, I have this problem: It seems that when you use "Create melee starting units for player X" and the race is Zerg, the Hatchery is created with three larvae only if the action was run in the first game second or so. But I want to display some dialogs for difficulty and race selection before that so the game ends up creating a Hatchery with no larvae attached.

    Does anyone know a way to bypass that? I've tried to edit the spawn larva behavior but I don't really understand how it works...

    Posted in: Miscellaneous Development
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