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    posted a message on sc2 lobby teams problem

    @Zeragon33: Go

    You just made me realize that I don't really care which number the other computer is. All that matters is that they aren't allies with player 1. Thanks :)

    Posted in: Miscellaneous Development
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    posted a message on sc2 lobby teams problem
    Quote from Zeragon33: Go

    @geodude52: Go

    I have fixed it but without a proper tutorial its impossible to explain so once that it is up i will let you know.

    I'm sure you can answer this question, do you use cpus to determine which player a team on? I've been trying to do it that way. I thought I could force computers as player 1 and player 5 but i think that player 5 may be player 3. If cpu player 5 is player 3 in game, I think I can fix it. Theres so much testing though I'm worried I'm gonna get banned from bnet for abusing the map publishing. I must have published around 20 maps so far. and I've deleted 18. (don't worry I'm using worthless names)

    Posted in: Miscellaneous Development
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    posted a message on Battle.Net 1 Second Delay

    @zeldarules28: Go

    Mine is basically standard controls. However I was just about to do some testing, perhaps its just my connection. To test I hosted ultimate tank defense. Was fine, then hosted my map again, and the delay was gone.

    I was just about to strip the map to see if it was some triggers. I don't really know what the reason could be other than that my network was being stressed at the time. It was basically a very high ping.

    I'll say this is closed for now. Hope the problem doesn't pop up again.

    Posted in: Miscellaneous Development
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    posted a message on Battle.Net 1 Second Delay

    @Myrkridian: Go

    I heard about that, however I went to play a random online game "Tank Defense" I think was the name, and there was no delay at all. Just an unfrequent stutter. When I order a unit to go somewhere, the unit doesn't change direction for a second or so.

    Posted in: Miscellaneous Development
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    posted a message on Battle.Net 1 Second Delay

    What could be the problem. It only occurs on battle.net, I enabled Wait For Key. My map doesn't use WASD for movement. It's basically standard controls.

    Heres a image of all the processes. Its constant throughout the game. Doesn't seem to be connected with amount of action on screen. It may be that I'm using some actions that are known for adding lag?

    http://img248.imageshack.us/img248/7729/functions.png

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

    Custom teams doesn't seem to work well because if I have 8 players, I can only put up to 3 per team. When I have 12 players, I can only put 2 per team.

    Posted in: Tutorials
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    posted a message on how to make a simple cpu battle

    @KelvCM: Go

    Here

    Posted in: Miscellaneous Development
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    posted a message on how to make a simple cpu battle

    @wromania: Go

    hello

    I think you should think bigger, maybe 100 zealots vs 100 tanks vs 100 Baneling.

    I could send you an example map, maybe 99 zealots vs 97 tanks? That way you can't just open the map and directly upload it to Battle.net and take all the credit.

    I have a feeling this style of gameplay may be more popular in Romania than it would be in the states. Needless to say, I'll make it in an hour or two.

    Posted in: Miscellaneous Development
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    posted a message on Access to normal campaign and multiplayer units at the same time?

    @KelvCM: Go

    Maybe the easiest solution, at least for now. Would be to know the units that have differences between the singleplayer and multiplayer. For example: Siege tank Siege Mode. 60 Damage single player. 50 Damage multiplayer.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Access to normal campaign and multiplayer units at the same time?

    I was using the order thing to get campaign units working until I realized that cut off the multiplayer units, anyway to get campaign normal and multiplayer working? I saw a suggestion to copy units from a different map. I was hoping for a way to avoid that.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Possible fix for Campaign dependency bug
    Quote from happy04: Go

    I am thankful for your fix, and i have an alternate more specific workaround that i discovered if anyone needs. If you have a map with the custom units (that works) and a map with them with dependency problems causing them to not work...

    First, open the map with the working units, highlight and copy the button, actor, unit, custom model if applicable, and custom behaviors and spells. After each copy you will open the other map (do not close the editor or it will lose your copy and paste clipboard similar to Microsoft office's enhanced clipboard) and paste it into the map that needs the specific unit. Sadly this must be done for each individual part of the unit needed but it does not rely on dependencies no longer in your map anymore. The editor has a way of making it non dependent which i don't really understand.

    This can also be done by highlighting many units, actors, custom models, and simultaneously pasting them in this procedure. Yes, i understand it's not an ideal fix but it can help if you're in trouble.

    I may have to try your strategy. I found that changing the order causes liberty.multi units to be unavailable.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on [Download] Zerg Building Decay, Unit Variable<array>, Event - Unit Takes Damage

    @OneSoga: Go

    Quote from OneSoga: Go

    Also, while it's true that using the condition solves the problem, it is inefficient. You now have the trigger firing every time any unit takes damage (and it checks the condition). If we could get it so array variables are ok with events, then you can dramatically reduce the number of trigger calls.

    It's not game breaking or anything, I'm just pointing out that it is more inefficient than it should be.

    That's why I was debating to just create 6 variables or to use a condition. I was going to ask if adding the condition makes it less efficient. I wasn't sure if having the unit in the event and having it in the condition were efficiently the same thing and that it just added the condition in the background. I guess I could look at the code in galaxy to find out. For now I'll stick with 6 variables.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on [Download] Zerg Building Decay, Unit Variable<array>, Event - Unit Takes Damage

    @progammer: Go

    I figured out some more information. If its a normal unit variable (non-array) and you set the trigger later, other units taking damage will trigger it, until that variable is set. So the variable does get updated.

    However I like you said, adding it to the condition does fix the problem, because not only does it update with array variables, but when its set to no unit, other units don't believe its them.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on [Download] Zerg Building Decay, Unit Variable<array>, Event - Unit Takes Damage

    @OneSoga: Go

    I guess I should change the name of the topic.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on [Download] Zerg Building Decay, Unit Variable<array>, Event - Unit Takes Damage

    Tried to describe it the best I can in such a short title.

    You may ask why I care about this bug, thats because it happened to sneak into my map and took me hours to find out what was screwing up my map. I know a way to get around it but I can't directly fix the bug yet. I think Blizzard will need to see this. Maybe some bad coding habit.

    The Problem: When you set a unit to a unit variable array. Then make a trigger that fires when that unit variable takes damage, Zerg buildings are so dumb that they believe they are the unit variable.

    So what do you think of this. Strangest bug in the editor so far?

    Btw I uploaded map so you can check. Change the variable to a non-array after and you can see the problem goes away.

    Link Removed: http://www.mediafire.com/?qb8b7ud7dw1i4kf

    Posted in: Galaxy Editor Bugs and Feedback
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