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    posted a message on visual queue size

    I'm making a map where large numbers of units can be queued up for production, but I have no idea how to get the graphical display to show more then 7 units in the queue at a time.  Is there any way to show larger queues that don't require crazy amounts of ui work?

    Posted in: Miscellaneous Development
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    posted a message on A stupid question (where are the terran campaign modles hiding?)

    @Felys:

    thanks, I had assumed it was something like that just couldn't find it  >_<

    Posted in: Miscellaneous Development
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    posted a message on A stupid question (where are the terran campaign modles hiding?)

    I've been looking around for the models used in the wing of liberty campaign(diamondback, scepter, raynor etc.), but haven't been able to find them.. I thought blizz had said they had included them, but I cannot seem to find them.  Does anyone know where they are hiding?

    Posted in: Miscellaneous Development
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    posted a message on Kill All Units | Trigger Help |

    @SumDedGuy:

    I've had problems with this as well.  I ended up using a loop that checked for a unit in the region(using closest unit to an arbitrary point in [region]), then killed a unit within it.  Not efficient, but it seems to work.

    Posted in: Miscellaneous Development
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    posted a message on Using the Destroy persistent effect

    @Azkit:

    I created a landmine in one of my maps.  I used the baneling attack as mentioned above.  You'll probably want to up the range a bit so that the unit doesn't have to be right on top of it.  Nothing big, maybe 1 or so.  Just be sure to give it a larger explosion radius then the weapon range.

    Posted in: Miscellaneous Development
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    posted a message on viking hero heals when shifting (and an annoying ding)

    @Vexal:

    damn I was afraid I'd have to do something like this.  The shift would still act as a 3 second invulnerability that way.  I guess its not the end of the world as you are not attacking while shifting.  has the potential to become quite stupid in multiplayer though...

    Posted in: Miscellaneous Development
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    posted a message on 1 Unit, Multiple attacks?

    @XanderXone:

    I believe removing weapon options:linked cooldown will allow that weapon to fire with other weapons.  

    You may also have to reduce stats-backswing.  I think thats the cooldown for the weapon.

    Posted in: Miscellaneous Development
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    posted a message on force field corrupted

    @ErrorAsh:

    I had this problem a while back as well.  I believe the problem I had was that the unit that the force field ability was creating had no actor.  Creating a unit without an actor seems to crash the game fairly reliably.  Resetting to default not helping does seem odd though.  

    It seems in the newer version of the editor that changing anything on a default entry creates a duplicate of the unit.  Perhaps this duplicate unit does not have an actor associated with it?  

    I wish I remembered what I had done...

    Posted in: Miscellaneous Development
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    posted a message on viking hero heals when shifting (and an annoying ding)

    I've been unable to make any progress in fixing either of these problems.  Anyone have any insight?

    Posted in: Miscellaneous Development
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    posted a message on viking hero heals when shifting (and an annoying ding)

    Hello, I'm building a map that has a viking hero in it, among other heroes.  I'm running into a problem where the viking will heal to full while shifting once he gains attributes that increase life.  Both the air and ground forms share the same attributes, but the hero seems to lose then regain the attribute buff several times while transitioning to and from air mode, each time restoring a portion of his health.  Is there a way to prevent this?  Either the healing or the buff loss, I'm not concerned which as long as shifting doesn't become a mid-combat heal.    :/

    On a second, completely unrelated note, every da*n time I click on an object in the data editor the dern thing dings at me.  I've had this before and it went away by itself, this time is not.  Anyone else having this issue?  Even disabling the sound in the editor doesn't work.  

    Any insight or help you can provide would be appreciated.  

    Edit: added the map file.  Hero is front and center, fake lings for xp slightly to the right.

    Posted in: Miscellaneous Development
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    posted a message on Autocast stimpack crashes game

    @Grogian:

    Er...kind of.  Its working and seems to be stable, but I wouldn't call it all figured out.  Its just one of those things that works, but I'm not sure why.  I'll likely leave it as it is however.

    Posted in: Miscellaneous Development
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    posted a message on Autocast stimpack crashes game

    Well lets see here.  I played with it a bit more.  The crash seems to occur when the unit is performing an attack action and is issued another attack order with autocast active.  This occurs even if the attack validator is absent.  I tried adding a short cooldown to the ability, that had no effect as well.  I addition I found that the require vision flag was set and cleared it.  The game still crashes.

    Edit: The crash seems to occur when the unit is performing an attack action and is issued another attack order with autocast active, while enemies are nearby (uncertain if it is attack range, vision range, autocast range or something else).  

    Edit2: its autocast range.  With autocast range at 0 the ability never is activated.

    Edit3: is seems to be an acquire problem.  Setting acquire to defensive or offense still causes game to crash when enemies approach autocast range.  Setting acquire to none or passive cause the ability not to work.  Setting autocast range to .001 still causes crash against melee.

    Edit4: workaround found.  All four unit ownership filters are disabled.  Not an ideal solution and seems potentially unstable, but seems to be working for now.  Any ideas how to get a more ideal solution would be appreciated.  

    Edit5: no, its not working.  its not crashing, but right clicking an enemy now does nothing while right clikcing yourself causes stim.  That makes little sense to me...

    Edit6:  I should probably just repost at this point.  it was the smart flag.

    Posted in: Miscellaneous Development
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    posted a message on Autocast stimpack crashes game

    I added autocast to the stimpack ability with two validators.  The first validator checks if the buff is present, and the second is blizzard's CasterIsAttacking validation.  When the autocast (and the stimpack buff itself) is active the game will often crash as the unit is about to shoot an enemy unit.  I have not yet determined exactly why this happens, or what can be done to avoid it.  If anyone has any ideas, help would be appreciated.

    Posted in: Miscellaneous Development
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    posted a message on RNG via trigger

    @caspersc:

    *facepalm*
    I was looking for a "randomize variable" action, or something similar.  I looked in the modify variable section too, of course it would be sitting there in the set variable action.  Excuse me, I'll go cry in a corner now.

    Posted in: Miscellaneous Development
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    posted a message on RNG via trigger

    Is there any way to generate a random number via trigger?  I know it can be done via a fast timer based cycle, but I'm looking for a way to randomize multiple times in the same trigger.  I'm looking to create units in a random order, so ideally I'm looking for a method that will not give away every unit based solely on the first one seen.  Any help you could provide would be much appreciated.

    Posted in: Miscellaneous Development
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