If you started it with the beta editor, then that may be your problem, although you said you transferred it to a new map so I'm assuming you created the new map with the new editor. If the problems still persist, then to be quite frank, your code sucks lol. It doesn't give you error messages for no reason, especially arrayoverflows.
Why should I use an aura? What I was trying to do was create a persistent that periodically gives the behavior to all units found in a search area of another effect. I sort of got it to work that way, but the guardian shield doesn't cast at the point, it just creates it at the caster. And it only gives the behavior to the caster too...
So I'm trying to port over Dark Swarm for my map, but I'm running into some trouble. I can get the range stuff to work fine, but nothing happens when I go to cast it. I'm not sure how to post what I've got so far. I was planning on using the guardian shield as the model for it. I saw AegisRunestone made a test map with it in it, but it was really unorganized so I couldn't tell what was going on. Not to mention I think he used quite a bit more than was needed to create the effect.
Here's what dark swarm does:
- creates AOE dark swarm
- nullifies all ranged damage to units in the dark swarm
- splash damage can still go through the swarm (tanks initial hit will be 0, but splash damage isn't affected)
I had this same problem. I think what happened was I changed the race of the players under Game Variants. Once I changed it back it worked fine. The Game Variants window is very buggy. Also, sometimes if you change things in Player's Properties after messing with Game Variants, it gets screwed up too.
I was also looking to do this. Seems like it's in demand lol. There's gotta be a way to make it so that units can only target units on cliff levels equal or less than their current cliff level...
I think the waits in the trigger are what's the problem. You can have multiple Map Initialization triggers, why not split the cinematic with the waits into another?
Unless I'm mistaken and that's how you planned it to be.
Are you trying to get the player number of the owner of the unit? You can just use triggering player for that. Or I'm pretty sure there's a condition to return the owner of a specific unit as well.
Well now you need to determine which button was clicked and which actions to take from that. Usually what I do is have one trigger with the "Any button clicked" event, and then for the actions I use a bunch of if then else statements. For the condition in the if then else, if would be something like "Button clicked = <your button variable>" and the actions would be what you want. Make sure that after you create your dialog buttons you use <variable> = (last created dialog button) to assign them to variables.
You can also use the trigger actions "Unit - Set (Triggering unit) team color to (Player 01) Red" or "Player - Set player 1 color to (Player 01) Red (Change the color of existing units)" but those don't let you set a hex value.
I have a custom map that is 250x250, called ascension. it is a map where three humans can take on a assorted amount of computers up to 11. I am not allowed to publish it to even private because it says, "The Requested Publish Name has Unacceptable words(Starcraft) [LOCALE]". I have change the name from many things and dont see any problems with the map. also it gives a file size has not been optimized too. Thanks
If it's giving you that error then whatever is in the () is a word you aren't allowed to use, so you must have the word Starcraft somewhere in the map title or description.
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Try setting a duration to the cloak behavior.
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For the first one can't you just set the text for the leaderboard?
And for the second one do Pick all any units in entire map -> Kill picked unit
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If you started it with the beta editor, then that may be your problem, although you said you transferred it to a new map so I'm assuming you created the new map with the new editor. If the problems still persist, then to be quite frank, your code sucks lol. It doesn't give you error messages for no reason, especially arrayoverflows.
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Why should I use an aura? What I was trying to do was create a persistent that periodically gives the behavior to all units found in a search area of another effect. I sort of got it to work that way, but the guardian shield doesn't cast at the point, it just creates it at the caster. And it only gives the behavior to the caster too...
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So I'm trying to port over Dark Swarm for my map, but I'm running into some trouble. I can get the range stuff to work fine, but nothing happens when I go to cast it. I'm not sure how to post what I've got so far. I was planning on using the guardian shield as the model for it. I saw AegisRunestone made a test map with it in it, but it was really unorganized so I couldn't tell what was going on. Not to mention I think he used quite a bit more than was needed to create the effect.
Here's what dark swarm does:
- creates AOE dark swarm
- nullifies all ranged damage to units in the dark swarm
- splash damage can still go through the swarm (tanks initial hit will be 0, but splash damage isn't affected)
Thanks.
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I had this same problem. I think what happened was I changed the race of the players under Game Variants. Once I changed it back it worked fine. The Game Variants window is very buggy. Also, sometimes if you change things in Player's Properties after messing with Game Variants, it gets screwed up too.
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No problem. :P
I found myself confused as well coming over from the SC1 editor. The wording of conditions are hard to get your head around.
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I was also looking to do this. Seems like it's in demand lol. There's gotta be a way to make it so that units can only target units on cliff levels equal or less than their current cliff level...
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You could do something like:
Event: Any unit dies
conditions: Number of Buildings owned by player in Entire Map == 0
actions: end game for player
To find that condition, you have to do "Number of units in unit group", and then you can change the unit group to units in region.
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I think the waits in the trigger are what's the problem. You can have multiple Map Initialization triggers, why not split the cinematic with the waits into another?
Unless I'm mistaken and that's how you planned it to be.
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Are you trying to get the player number of the owner of the unit? You can just use triggering player for that. Or I'm pretty sure there's a condition to return the owner of a specific unit as well.
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Well now you need to determine which button was clicked and which actions to take from that. Usually what I do is have one trigger with the "Any button clicked" event, and then for the actions I use a bunch of if then else statements. For the condition in the if then else, if would be something like "Button clicked = <your button variable>" and the actions would be what you want. Make sure that after you create your dialog buttons you use <variable> = (last created dialog button) to assign them to variables.
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This sounds (and looks) like cat and mouse from SC1. Can anybody who's played both say this is a valid comparison? I've never played WC3.
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You can also use the trigger actions "Unit - Set (Triggering unit) team color to (Player 01) Red" or "Player - Set player 1 color to (Player 01) Red (Change the color of existing units)" but those don't let you set a hex value.
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If it's giving you that error then whatever is in the () is a word you aren't allowed to use, so you must have the word Starcraft somewhere in the map title or description.