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    posted a message on Lost Viking

    Neat game.  

    Search the data editor for "SS_" to find the effects and abilities used.  
    The first map in campaign, Arcadesomething, has the triggers.

    Posted in: Miscellaneous Development
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    posted a message on validation_working_set_instance_fail

    I got this error when trying to publish a map.   

    I had just read a tutorial on game attributes and was playing with those.

    What I found to be the cause of this was locking the Game attribute defaults.

    Posted in: Miscellaneous Development
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    posted a message on [Lobby/Game modes] The complete guide/reference

    Thank you.  I'd been wondering how they worked.

    Posted in: Tutorials
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    posted a message on Event: Unit is highlighted by player...

    This has probably been asked before.  Did you disable unit cannot be highlighted in units:flags?

    Posted in: Miscellaneous Development
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    posted a message on What to change in the Galaxy Editor

    These are all based on the last beta version as I don't have retail yet and can't see if they've already been fixed.  I'll edit this post when my copy arrives.

    •  Stack tracing-- When a custom script's function call in a trigger has an error, it would help if the trigger debugger would report the function that caused the error along with the trigger.  The line number of trigger and function errors would be helpful too.
    •  Similarly, when compiling a script generates a syntax error, the script test should give an indication of which trigger line 280 is in.
    •  Script test should show all syntax errors and not stop at the first.

    Mac editor GUI:  
    •  column resizes need to stay resized when changing which object is selected.
    •  Testing a map needs to hide the editor application instead of minimizing it, which forces each window to be manually clicked to restore it without preserving the window order.  
    •  Command-W is used to create new elements instead of closing windows.  What's the new window closing command?

    Maybe mac only issues:
    •  typing in custom scripts is very slow.  There's a time delay after each character is typed before it appears on the screen that is nowhere else in the editor.
    •  Selecting Window: Previewer (or any of those menu items in the same group) when the Previewer is already open does not bring it to the foreground

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on New Map Publishing System
    @BrotherLaz: Warcraft 3 needed help too. DoTA maintained its popularity with help from bots auto-hosting games. Everyone needed and used refreshing programs because their hosted games would fall to the bottom of the custom game list after a minute. Worse still, the whole list was taken up by 1-2 maps. War3 didn't work and neither does the current system. If new maps are put on the top temporarily, that's at least better than nothing. Not better by a lot. It's really more a token gesture along the lines of "we will not fix our system, but we like it when you play with our toolset". It helps mapmakers for the first day after they've completed their months-long epic map, but it completely fails to address the player issue of wanting to play a game that isn't popular. I don't know what featured means any more than the rest of you. It could just be maps that blizzard admins like. I hope that doesn't lead to 3rd party advertising. e.g. for $50000, we'll make a Pepsi Cola map in which players quench their thirst by harvesting pop featured for a week.
    Posted in: Miscellaneous Development
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    posted a message on Need help with "Open Bank" ....
    According to the Hive's bank tutorial, only the preload and synchronize can't use a player number. Variables work fine for everything else.
    Posted in: Miscellaneous Development
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    posted a message on morphing building cost problems please help!
    I haven't tried this, but I notice, looking at the brood lord morph, that the cost of broodlord listed in unit:costs is the combined cost of the corruptor and the broodlord. Maybe since you have 1200 for tower lvl 2 it's requiring 1200-(lvl 1 tower cost)=600 and for lvl 3, 1800-(lvl 2 tower cost)
    Posted in: Miscellaneous Development
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    posted a message on [Contest] Minigame

    My entry is called Nuke the Speedling. As the name says, it's a dodge the nukes minigame. Up to 6 players nuke each other's speedlings while dodging the computer's nukes. It's really intended for multiplayer, but on hard and very hard modes you can test your survivability against the computer.

    Be aware that the orange on the ground is the warning field for the nuke and does not damage you until the nuke lands

    here's a low quality video

    and attached is the map

    Posted in: Project Workplace
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    posted a message on Banks
    It's 3 months later, but this post just solved my issue.
    Posted in: Miscellaneous Development
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    posted a message on Reference Custom Ability in Trigger Editor
    Unlikely as it seems, setting a default button in Ability-Commands+ is necessary for the ability to show up in the trigger editor when using Issue Order.
    Posted in: Miscellaneous Development
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    posted a message on Ability Charges -- cooldown weirdness
    I don't know why, but I can't get a certain ability of type effect-target to work properly with charges that regenerate over time. I think I am setting the fields correctly because I have another ability that works perfectly using them. Ability Costs+: charges{ max charges:10 start charges: 1 use charges: 1 time start:0 time use: 5 } all other costs left at 0 What should happen is that every 5 seconds, the ability acquires another charge that can either be saved up to a max of 10 or used at any time. What is actually happening is the charges sometimes regenerate in 5 seconds and sometimes take 20, 30, or 60 seconds to regenerate. I've had charges regenerating every 5 seconds up to 10. Then after using them all, it took 60 seconds for the next charge to regenerate. Sometimes going from 1 charge to 2 takes 60 seconds. It displays the time for the charge to regenerate as cooldown in the ability tooltip, so I can see that it's using an unexpected value here. Does anyone know what's causing this or how I can fix it? Are charges bugged that I should switch to using energy or some resource to do the same thing?
    Posted in: Miscellaneous Development
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    posted a message on Dialog Item Clicked - Problem and Solution

    Just had a problem with the Dialog Item Clicked trigger event.
    The problem I was having is that the clicked event is registering for triggers that were disabled when it happened.  To better illustrate this, here's a simplified version of my setup:
    -----
    trigger 3 is initially off
    triggers 1 and 2 initially on

    trigger1-
    event: dialog item clicked
    action:  various actions; run trigger 2;

    trigger 2:
    actions:  do about 10 actions; turn on trigger 3 (not execute it);

    trigger 3:
    event:  dialog item clicked
    action:  explode the computer;
    ----
    The first time a dialog item is clicked, it performs all actions in trigger 1, performs all actions in trigger 2, turns on trigger 3, and then performs all actions in trigger 3.

    The best and only solution that i've found here is to modify trigger 2 to have a wait time
    ----
    trigger 2 (fixed)
    actions:  do about 10 actions; wait .01 seconds; turn on trigger 3;

    Posted in: Miscellaneous Development
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    posted a message on Zealot's double attack can cause trigger bugs.
    here's a thought: maybe a validator for invlunerable could be added to the zealot's damage effect.
    Posted in: Miscellaneous Development
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    posted a message on Suggested Fixes for battle.net 2.0
    I was going to post this on the official forums, but it's too late for that. Map list and searching-- There need to be about 25-50 maps displayed on screen at once. Once there are 1000-3000 published customs, scrolling 14 at a time won't just be inconvenient, it will be all but impossible. The map list needs very good search functionality, comparable to what's available on most forums. For these searches to be effective, there needs to be more consistency in map attributes. A map with suggested players: "AZ MAN33 AS U WANT LOL" would be difficult to search for. Instead, the map editor needs to have a nice set of selectable values here if it doesn't already, and mappers need to use them. RPG, TD, Arcade, Duel, and more need to be game types that are chosen from in map attributes with "custom" as a last resort for a new game type. Alternately, maps could be labeled with searchable keywords by players or admins. Popularity-- I don't have a quick solution to this, but a good start would be the ability to see which maps have open lobbies, so players starting rare games have a chance of having others join them. If this were a default display method instead of a searchable criteria, then so much the better. This would be different from war3's custom game list in that there would not be game names; all the players would see would be booleans lobby_open/lobby_not_open. That means no fifty different dota lobbies overwhelming the list. Game Start Countdown-- Thirty seconds is too much. Have a 20-30 second countdown when the game fills up with the host always having the option to hit Start Game, which would instantly reduce this to 5 seconds remaining. More Robust Ignore List-- They have an eerily powerful friends list, but I don't even see an ignore list nor anything beyond the ability to mute players. Is this temporary? Where is the list of all those I don't want to hear from ever again? Ignore List: Custom Game Skip-- I'd like the ability to temporarily or permanently have the custom game system not put me in lobbies hosted by certain players. With a temporary function, it would be possible to just skip a particular game lobby using this. Maybe the host is running the map with -DmArEm while i want some -DmWtfScID. Or maybe just the ability while in a lobby for a game to hit a button to start a new lobby for that game or move between multiple open lobbies.
    Posted in: General Chat
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