• 0

    posted a message on Data Editing Pro needed

    @DrSuperEvil: Go

    Yes modify fraction is 0.

    Posted in: Data
  • 0

    posted a message on Data Editing Pro needed

    @DrSuperEvil: Go

    Yes it is set to 100%. The same behavior is used for all heroes and no one else has the problem. i have nothing disabling behaviors. That is what is weird about this Dehaka is actually dieing while having hero death prevention active

    Posted in: Data
  • 0

    posted a message on Data Editing Pro needed

    I use the Dehaka unit as a hero in my map. I give all heroes the Valerian-Hero Death Prevention so that they will go Incapacitated for a duration when they would otherwise die. For some reason, once in awhile Dehaka will die without triggering the Valerian-Hero Death Prevention. This does not happen with any other of the heroes on my map, which leads me to believe there might be something built into Dehaka that might, under certain circumstances, override the hero death prevention.

    I've spent roughly 16 hours now working on this bug and am turning to you guys hopefully you might know something that I don't about Dehaka.

    I know for sure that when Dehaka does occassionally die he dies "with" the Hero death prevention still on (I made the hero death prevention visible and watched slow motion replay and setup some trigger tests to see if something was removing the hero death prevention behavior) but Dehaka does in fact die with Hero death prevention on.

    To clarify: Dehaka does trigger the Hero death prevention and goes incapacitated about 95% of the time when receiving a fatal blow, but there is about a 5% chance that he does permanently die.

    Posted in: Data
  • 0

    posted a message on Infested Arena 3

    If anyone is Interested In testing the 3rd installment of Infested Arena please send me an in-game friend request (Info Below) mentioning that you are interested in testing the map. Currently, I have a private published version and am looking for more testers.

    Etravex#566

    Thank you,

    -Etravex

    Posted in: General Chat
  • 0

    posted a message on Infested Arena 2 Now on B.net NA

    @grenegg: Go

    That is Infested Arena 1. This is Infested Arena 2.

    Posted in: Project Workplace
  • 0

    posted a message on Infested Arena 2 Now on B.net NA

    @Etravex: Go

    I can't upload EU, but am looking for someone who can work with me and upload it on my behalf.

    Posted in: Project Workplace
  • 0

    posted a message on Infested Arena 2 Now on B.net NA

    If anyone is interested in playing please leave a response below with your battlenet name.code and I will add you to get this show on the road.

    Posted in: Project Workplace
  • 0

    posted a message on Infested Arena 2

    Hello all,

    I'm closing in on the final touches to the sequel of my first map Infested Arena.

    Embed Removed: https://www.youtube.com/v/enzWCrIGe44?fs=1

    I'm looking for testers who have a mic and Skype for communication purposes. If you are interested please send me a PM you can also check out more information here:

    http://www.sc2mapster.com/maps/infested-arena-2/

    Cheers

    Posted in: Project Workplace
  • 0

    posted a message on Publishing problems with Left 2 Die Mod

    @Etravex: Go

    Nevermind I figured it out thanks

    Posted in: Data
  • 0

    posted a message on Publishing problems with Left 2 Die Mod

    @DogmaiSEA: Go

    How exactly would I go about deleting unnecessary stuff? I went to the overview manager and I'm confused because all of it added up doesn't even make 1MB worth of info. Not sure where the other stuff is coming from or how to get rid of it.

    Posted in: Data
  • 0

    posted a message on Publishing problems with Left 2 Die Mod

    I downloaded a Left 2 Die Mod of this site which contains all the necessary data information for the Left 2 Die units. I then proceeded (after adding the left 2 die mod dependency) to modify my map and am now at a point where I would like to begin private testing. Problem is that the Left 2 Die Mod seems to only work for my private map testing and does not transfer over to b.net publishing [all the models show up as empty models on the map].

    I'm looking for the most efficient way to resolving this problem, since I already modified and customized a great deal of information in the data editor I would prefer not to lose.

    I searched SCMapster and google for an answer and the closest thing I could find was to publish the Mod seperately. The only problem with this (as I already tried) is that the mod shows up as close to 50Mb which is to large to publish. I also tried copy pasting from the Mod file to my map only to find out that all my work was being erased and the models were still not copying over.

    Kind of at a loss here I really would like to use these models, abilities, etc... as It works on "test map" just perfectly, but not when published. Any help is much appreciated thank you

    Posted in: Data
  • 0

    posted a message on Using Abilities via Triggers

    @Etravex: Go

    Nevermind just figured it out Thank you again

    Posted in: Triggers
  • 0

    posted a message on Using Abilities via Triggers

    @Kueken531: Go

    I was considering this earlier, but when I went to switch over from an event that was triggered by an ability to an effect it seemed that the effect didn't have a way of specifying the target of the effect. So how do i call up the target of the effect if I do this? Obviously triggering unit would be the caster of the effect (im assuming)

    Thank you

    Posted in: Triggers
  • 0

    posted a message on Using Abilities via Triggers

    What is the most efficient way to trigger an ability via triggers?

    I made an ability that requires "combo points" in order to use instead of other forms of pre-made currency/energy. I created a dummy ability that shows up on the command card and how i have it setup in the trigger editor is "If ability [dummy ability] is used at [generic stage -complete] then use effect on target from caster. The effect is a damaging effect and although it seems to work to a certain degree it doesn't run as fluidly as normal abilities via the data editor.

    A couple of things I noticed that I would like to get fixed: -The range of the dummy ability is set to 3 but I can click on an enemy across the map and the effect still executes on him. I need to get the range down to 3. -I would also like if i decide to click on a target outside of the range have my unit head over to that target unit and then execute the damaging effect once he's in range. (I tried putting a validator of max range 3 on there and my unit just ignores me if the unit is out of range and continues doing wahtever hes doing). -Whenever the trigger fires the effect is instantly applied to the target (looks corny because it happens instantaniously without delay) is there a way to make it look like my guy is actually executing an ability instead of doing instant damagve without him even so much as turning around...

    Thank you in advance

    Posted in: Triggers
  • 0

    posted a message on Unit Pathing Issue

    Ok I have the first step done where the "created unit" is ordered to move to the directed position. I'm hung up on the "wait for condition" part. I setup the condition as distance between two points and my first point is obviously the "created unit" but I'm not sure what I need to be putting in the 2nd point. I was looking for something like hostile unit or enemy unit but I can't find anything. And as you said "blocking unit" I have no idea what that is in the trigger editor.

    Please let me know

    Posted in: Triggers
  • To post a comment, please or register a new account.