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    posted a message on Behaviour+validator Bugg

    If you use a buff behaviour on a unit , and then use a validator to "disable the buff" .. This will cause the buff duration to be totally ignored and last permanently on the unit.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Patch 16 Patch Notes

    hero revive seems to be working now. Anyone else can confirm this also?

    Posted in: General Chat
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    posted a message on [Info] Patch 16 Undocumented Editor Changes

    i spotted a few

    - Units that have stated gold bounty's now display the bounty with some blue floating text when killed.

    -Hero Ui icons changed up a bit.

    -Some weapons have disappeard of units , i needed to manually put them back on and configure the actors.

    -Shop Train.. for items and units.. it seems to no longer go off the reqirements of the "train ability" ( it now goes of the requirements on the unit itself ) (mineral /vespene im refering too) before you could state the mineral /vespene in the train ability.

    -All my triggers for my map did not work anymore, However i just double clicked them , re entered and saved.. Working now.. (very confusing)

    -the sentry unit apparently has been confused in the bunch with the disruptor under "train abilities" .. So you have to manually fix it and re-specify the sentry.

    -terran units actually transition out of the medivac properly now, marines/ghost/marader all jump out

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Proficient Data Editor willing to help

    @ProzaicMuze: Go

    i could do with some help :P I have been making a very nice conversion of my footmen frenzy map from warcraft 3. It was pretty big and trust me , this map will be big also :P .. i currently only have 3 heroes in, and i need at-least 7 or so heroes for a first release so the map doesn't feel too "empty", I really would love if anybody could put together some complete heroes to aid me reach this goal for the time being. Credit will be given by having the name of the hero as the creator :) . You dont have to make it multi-level etc. ill do that part.. Just a regular unit with 4 spells and ill do the rest for multilevel etc. :) i need some good hero creativity

    Posted in: Team Recruitment
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    posted a message on Duplicate Fungul Growth?

    @Fromethius: Go

    yea sure ill help

    first thing first, make sure to "name your object data properly" , theres nothing harder than having all sorts of names for different objects. So say for fungal growth first level , i would put a number 1 for each name across all boards. For level 2 put a number 2 in the object data across all boards.

    aright now since that out the way, to make an ability have more than 1 level, is pretty easy. first depulicate all the effects and behaviours, make sure to name each level properly . you might need to duplicate some other stuff like validators (if need be) , but for the majority of the time, its just effects and behaviours that need duplicating. Now this is an important part here im going to say, after you finish duplicating make sure all your duplicated effects /behaviours state the proper fields. all level 1's match with level 1's and all level 2's match with level 2's and so on......

    when you have finished adjusting your duplicating effects/behavs go to your main ability, and stack up the effects in the effect field. Do it from lowest to highest. This is very important. so make sure its in that order. after you have done that, the spell should be multilevel.

    For actors, go to the actors that your spells are using, an ADD in the additional "effects/Behaviour" events you just created. Remember the actor only has the first level specified, so it will only display for the first level. You need to copy/paste and adjust each additional event for each level.

    Posted in: Miscellaneous Development
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    posted a message on Question Concerning GameSpeed

    @progammer: Go

    Good idea , ill post my findings when i do this so people will not run into the same prob as me .

    Posted in: Miscellaneous Development
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    posted a message on Question Concerning GameSpeed

    @progammer: Go

    Yes we know this, ( not too sound rude) , i would like an exact formula to use to correct this when considering cooldowns and stuff.

    Posted in: Miscellaneous Development
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    posted a message on Question Concerning GameSpeed

    As we know, blizzard sort of screwd us over with "fastest" being the normal game speed imo , sure i can change it to normal speed, but then again i would have to alter every damn unit movespeed/attackspeed.. So instead of doing that i just want to correct the time periods.

    So the problem i have is that when i go to set spell cooldowns for abilties, 10 seconds of cooldown is not 10 seconds of real time due to the game speed. So does anyone have a formula i can use to calculate what a certain time period is by correcting it for normal time on "fastest mode" . How much faster is "fastest mode" . is 10 seconds Real time 12 seconds in Fastest speed? .. yea so whats the formula :P

    Posted in: Miscellaneous Development
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    posted a message on 2 Quick Questions

    Thanks alot 7MM3 and Tamagachi .. thats exactly what i was looking for , i wanted an effect to take place on death. its working good, so question 2 is solved. :)

    any solutions to question 1 ?

    Posted in: Miscellaneous Development
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    posted a message on 2 Quick Questions

    @Jinxxx123: Go

    Bump .. How does one rescale a model back to its orginal size . And what is needed to give an effect when a unit dies?

    Posted in: Miscellaneous Development
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    posted a message on 2 Quick Questions

    First question - I made a spell that increases the model size of a unit using an actor when a behaviour is applied. Then when behaviour is removed. Its rescaled back. The problem is the rescaling .. It seems you have to set a rescale number size for the model.. So the problem is i have already scaled up some models in my map naturally ... so when i do this spell, after the buff is over it actually Shrinks the models . So the question is what can i do to Reset the model scale to what it was before doing the spell. I dont see any "reset back option" , all i see is Scale back and that doesnt work properly , because you have to set a scale number, this number might not be true to the original sizes of what the model was before the spell was casted. , So what to do :S ?

    Second Question - what behaviour is needed to recognize a unit death and how to do it exactly?, I want it so that when a certain unit is killed, It disables spell casting within 5 range. The problem is i dont know what buff to use .. I try looking at the zerg structures . cause i know when the zerg structures are killed they spawn some broodlings (some of them) , but they seem to be using regular buffs :S , which has me confused.. cause there arent any effects attached to it.

    Thanks in advance guys :P

    Posted in: Miscellaneous Development
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    posted a message on Making Free Abilities/Example Ability Thread

    @Slypoos: Go

    Holy shit,this was more than i expected ( u made the unit jump) which made it look alot more convincing :)

    so to make this spell, from what i can see that you did, correct me if wrong , you created 2 types of dummies, and tied it too a seperate terrain deformation actor? , one for the ripple effect and another for the 10 sec wait., and then used the birth of a unit as the event to call the actor and the death to remove it.. very niceee

    the math u used there however would own me lol . Thanks alot, do you mind if i use this spell in my custom map?

    Posted in: Project Workplace
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    posted a message on Making Free Abilities/Example Ability Thread

    Hi, i would like to request a spell to see how you do it :P .. i tried using the terrain deformation actors but it never comes out right.. it stays permanently and never goes away.

    I would like a spell that when casted , it surrounds the hero and every unit within 7 radias with a non-passable deformed rising terrain (either spikes/cliffs/rocks/terrain whatever is most suitable :D) . Thus trapping every unit caught in the area including the hero for 9 seconds. after 9 seconds the terrain resets back to normal.

    from what i see terrain deformation doesn't trap units, all it does is make units walk high up cliffs.. how to actually Trap them and make it look as if its the terrain deformation is the sole reason for the trap. (for epicness)

    Btw if you do make it. Can you name all the object data sorta similarly .. it makes searching in the data editor for the stuff you used that much easier.

    Posted in: Project Workplace
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    posted a message on Tell me if this is right ( concerned user)

    Lets say i make a spell that requires almost 40 pieces of object data..

    and i want to make this spell (6 levels) .. HOW ON EARTHHHHHHHHHHHHHHHHH can i do this in under 100 hours? JEsus christ.. its like 200 duplicated object data.......... to support 1 spell...............

    Now please tell me there is a better way to support multi-level, (else i quit GE for good ) i dont have time for this, making 1 above average hero that levels to 18 and has 3 level 6 spells , and 1 ultimate of 3 levels takes Way too long to do, Blizzard went overboard with this editor in its complexity, actually its not even tat hard, its just extremely repetitive and overly annoying for even the simplest of things.

    I can for-see alot of members abandoning there projects also, after burning out completely from 5 or 6 complex multi level heroes..

    BLizzard if u read this... do something!

    Posted in: General Chat
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    posted a message on Editor bugs

    @Sixen: Go

    Sorry about that sixen, i completely didnt even realize there was a section dedicated to this :P . I made this thread cause im very concerned ............ Alot of the hero focus in custom maps are hindered by the bugs i mentioned and i really want blizzard too see this, do they read this site for feedbacK?

    Posted in: Galaxy Editor Bugs and Feedback
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