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    posted a message on Blizzard DOTA

    The best thing is that while they are creating these 4 maps, the are running into the same issues we have so it gives them more of a reason to fix them. They specifically mentioned lobby teams as an issue for them.

    Posted in: General Chat
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    posted a message on Allow player to use unit spells but not control movement?

    So far the only way I figured out how to do it was with this:

    always move Events Unit - Any Unit is issued an order to Any Ability Command Local Variables Conditions (Unit type of (Triggering unit)) == Unit Type 1 Actions Unit - Order (Triggering unit) to ( Attack targeting MoveTo 1) (Replace Existing Orders)

    Is there a less intensive way of doing it?

    Posted in: Data
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    posted a message on Can you beat the Very Hard AI 1vs1? Show me!

    Not a very good game but beat AI, seems like they don't handle collusi very well.

    Posted in: General Chat
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    posted a message on Map Version Number (when opening documents)

    It seems like the map version is based on the additions of all the component version numbers in the overview manager. What are those versions based on though? Over time, my map has fluctuated between 30 and 50. For example, it says I'm at version 3 of my triggers and version 7 of my terrain, but I've done a lot more trigger edits than terrain edits. Also it sometimes goes down. I'm wondering if anyone understands it. This is different from the battle.net version number.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Tool : SC2 Custom Map Patcher
    Quote from ShadyMilkMan117: Go

    Does there happen to be a mac version of this floating around any where? Or - longshot - one in the works?

    Thanx!

    This was for the beta when maps couldn't be published. Why do you want this? I'm pretty sure no mac version is in development.

    Posted in: General Chat
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    posted a message on Maps made during beta

    @petelectro: Go

    Do you have a map that you care less about that you can upload (but still has the error). I've never experienced this error but wouldn't mind tinkering around to find a solution, or whats even causing the problem.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Maps made during beta

    @petelectro: Go

    Try resetting the dependencies, then try saving the map (save it as a new file), closing it, and reopening the save.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on [Trigger] e_arrayIndexOverflow one trigger, not the other, both work

    @xenrathe: Go

    Thanks for the help. Is there a reason why they have the variables before the conditions?

    Posted in: Miscellaneous Development
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    posted a message on [Trigger] e_arrayIndexOverflow one trigger, not the other, both work

    This one works but gives the error.

    transfer kills
        Events
            Unit - Any Unit dies
        Local Variables
            Killing_Hero = Hero_Array[(Owner of (Triggering unit))] <Unit>
            Hero_Current_Kills = (Killing_Hero Kills (Current)) <Real>
            Grenade_Kill_Count = ((Triggering unit) Kills (Current)) <Real>
        Conditions
            (Unit type of (Triggering unit)) == Grenade 1
        Actions
            UI - Display (Combine ("You Recieved ", (Text(Grenade_Kill_Count) with Any Precision decimal places), " kills!")) for (All players) to Subtitle area
            Unit - Set Killing_Hero Kills to (Hero_Current_Kills + Grenade_Kill_Count)
    

    This one works perfectly, but is less beautiful. Plus I just want to know why I would get an error.

    transfer kills 2
        Events
            Unit - Any Unit dies
        Local Variables
            Killing_Hero = No Unit <Unit>
            Hero_Current_Kills = 0.0 <Real>
            Grenade_Kill_Count = ((Triggering unit) Kills (Current)) <Real>
        Conditions
            (Unit type of (Triggering unit)) == Grenade 1
        Actions
            Variable - Set Killing_Hero = Hero_Array[(Owner of (Triggering unit))]
            Variable - Set Hero_Current_Kills = (Killing_Hero Kills (Current))
            UI - Display (Combine ("You Recieved ", (Text(Grenade_Kill_Count) with Any Precision decimal places), " kills!")) for (All players) to Subtitle area
            Unit - Set Killing_Hero Kills to (Hero_Current_Kills + Grenade_Kill_Count)
    

    Is it because I referenced Killing_Hero when setting up the variable Hero Current Kills? Both triggers do the job but the first trigger does it while also issuing an warning.

    Posted in: Miscellaneous Development
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    posted a message on [Data] Have AI attack non-offensive unit before offensive unit

    I tried changing the Combat - Attack Target Priority to max (127) yet it seems to be overridden by the AI sensing that it is no threat. It doesn't have an attack.

    Is there a different field I have to change?

    I also tried the AI override target priority. That seems to have no effect.

    I essentially want to make the AI a little dumb.

    Posted in: Miscellaneous Development
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    posted a message on Does Behavior Buff Damage Dealt (Scaled) Splash or Splash + Range

    I'm trying to use a behavior to increase the damage of my siege tank, because the siege tank has many different effects connected together, in fact there are three effects that contain the damage amount, CrucioShockCannonBlast, Directed, and Dummy. I assume splash and range is required because blizzard seperates damage between the target and the surrounding units so that they can add their campaign buffs. It can't hurt to add range there anyways.

    So should I increase splash and ranged?

    What about dummy though, what does that even do?

    Posted in: Miscellaneous Development
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    posted a message on Managing Links Menu?

    @KelvCM: Go

    Problem solved.

    After reading the tool tips I noticed that ability links were generated by the ID. The reason why I was confused is because if you change the ID, it normally updates the link unless the link is used inside an array of costs for an ability. What the starcraft 2 editor seems to do is keeps all the ability links that are being used and if a link is not used, it seems to be erased by the time the map is reloaded.

    The Starcraft 2 editor also allows you to create links that aren't connected with an ability. If you add a bunch of links but don't use them, the editor will erase them by the time you reload.

    This can be confusing when a link for an actual ability is not being used. To reuse it, you can either select the ability that normally uses it and reset it to default. Or you can add the ability link as if you were creating a new one (I think this should work, I didn't actually test it).

    I may submit something like this to tutorials because I couldn't find any good information about them.

    Posted in: Miscellaneous Development
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    posted a message on Managing Links Menu?

    @KelvCM: Go

    bump, these forums are a lot more active now.

    Posted in: Miscellaneous Development
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    posted a message on Managing Links Menu?

    I want to update links / delete old ones. Anyway I can do that. I found out that if you change the name of an ability, the link name doesn't change. Btw this is the link thats used for charges and cooldowns.

    Also, they give us the option to manually add links that aren't connected to abilities. Is there any menu for editing / removing links?

    Posted in: Miscellaneous Development
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