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    posted a message on Unreasonable Load Time (Solved!)

    My backup takes about 15 seconds to load via Test Document. It's really bizarre the difference between the two. There are some big additions in data editor stuff but the newer version still isn't nearly as big as some of the other maps I've made that load just fine.

    Posted in: Data
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    posted a message on Unreasonable Load Time (Solved!)

    Hey, I've got a strange problem that hopefull you all can help me with. Long story short, when I try to test the map from the editor, it takes freakishly long (I don't even know 100% if it will actually ever load). I tried publishing it and opening it over Battlenet, and it does work but takes almost two and a half minutes to load there. Here are the facts:

    There are less than 10 starting units on the map (which is tiny) and no doodads.

    There are no changes in Terrain elevation, only minor texturing.

    There are no triggers that start on map initialization. (I even deleted all triggers and tried to test map it then, but it didn't help.)

    There are no custom skins, models, sounds, or anything of the sort.

    I have two computers that both have no problem running SC2 or any of my other maps, but this problem exists on both of them.

    Where it stops in the loading screen (from test document) is about 80% completion, just before it's supposed to say "streaming data."

    On my backup file from 4 days ago it didn't have this problem at all.

    What I changed from my last backup to now were I added a bunch of upgrades and triggers related to those upgrades, and I added a bunch of new data editor elements, namely abilities, actors, and models.

    Also, when I load the map into the editor to work on it, it freezes when it reaches "loading actor data" and won't resume for about two minutes. I wonder if something I added in the actors section could be causing all these problems, but I tried deleting all the newest actors I've added and haven't had any difference (though it's possible I've still missed something there).

    So, any ideas?

    Posted in: Data
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    posted a message on [Help!] Capture Neutral Buildings

    Here is a map with my idea implemented-it works, but you'll have to make it look good!

    Posted in: Data
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    posted a message on [Help!] Capture Neutral Buildings

    Could you just give the tower a behavior that has a periodic effect that searches the area close to it for worker units?

    Or like the person above specified, you could do it via triggers. I bet you could specify the "Event" as being "Unit is Issued Order" with the Move ability, and then have conditions to make sure the Unit Type of Triggering Unit is a worker and the Unit Type of "Target Unit for the Order" is a tower. For Actions, I'd have the trigger issue the Triggering Unit to use an ability (not on the command card) on the tower (Target Unit for Order) called "Tower capture" or something like that with a really short range. And then either another trigger can detect when that ability's effect occurs, or you could make the ability itself accomplish the change in ownership.

    Hopefully there's a decent idea in there-good luck!

    Posted in: Data
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    posted a message on [Tutorial, Data] The RollCopter, Drunk Marauder, etc by Rocker Actor

    I apologize for bumping an old thread, but could anyone help with making a shape roll? I want to make a basketball roll but I can't get it to rotate around its center. I copied the banshee rollcopter behaviors and things exactly and it works great for air units (banshees, void rays, etc.) but when applied to a ground unit it rolls the entire unit around the point of its feet. Even changing the model of an air unit's actor to the basketball has this same problem. My guess is that the model itself needs to be modified, but I haven't had any luck so far.

    Any ideas?

    Thanks!

    Posted in: Tutorials
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    posted a message on Create unit at point kills units at point

    I'm a little unclear as to what you're hoping to achieve. The casting unit is killing whatever is close to the target effect point? Or is it the created units that are doing the killing? Can you give some extra detail on how the trigger and the ability/effects you're using work?

    Posted in: Triggers
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    posted a message on Possible to Create Objects?

    Ah, I see. I saw records but couldn't figure them out-that link helped quite a bit. Thanks!

    Posted in: Triggers
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    posted a message on Possible to Create Objects?

    I searched around SC2mapster but was unable to find an answer-hopefully this isn't a redundant question.

    Let's say I have 12 special units to keep track of, so I create an array of 12 units. I also want to keep track of their starting locations, their unit types, and a score value for them, so I make separate arrays for points, unit types, and integers.

    Is it possible to combine all these arrays into one array of objects?

    (Hopefully I worded that all clearly!)

    Thanks!

    Posted in: Triggers
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    posted a message on Disable Multiple Unit Selection

    Hey everyone, I apologize if this question has been answered before, but I searched for it and haven't found a suitable answer for my purposes.

    I'm making a boardgame, so units need to be selectable. I disabled mouse drag selection via triggers so only one piece can be selected at a time, but I can still double-click or CTRL-click a piece and highlight all of them, which kind of messes up the visuals of things.

    Though the game still functions just fine, I would prefer if this did not happen (the triggers will calculate the moves of the last piece selected, meaning if you accidentally double-click the left most piece, it will think you selected the right-most instead!).

    Thanks for any help/tips!

    Posted in: Miscellaneous Development
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    posted a message on Detection-Range Actor Help

    I want to create the same effect that Zeratul has in that Protoss Campaign Mission where when he's highlighted, enemy detectors have their detection range shown. The goal is to have multiple players potentially use this ability, so it can't be shown for everyone, and it should also be shown only when the unit with the ability (in this case a ghost) is selected.

    I copied the behaviors, effects, and corresponding actors from Zeratul's behavior but for some reason it will ONLY work if Zeratul has the behavior (in which case it works just fine). Even if I attach his un-tampered-with campaign behavior to another unit, it will not work. It only works for him.

    Any ideas why this is?

    Thanks, Rutegar

    -Edit- Turns out once I deleted Zeratul it works just fine for the ghost. I guess you can't have more than one unit with this behavior at a time. Any idea why?

    Posted in: Data
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    posted a message on Really Wierd Variant Problem

    I don't mean to bump this again, but in case anyone is having the same problem, I've found the reason why this happens. Apparently when human players join a game, they fill up the slots in proper order-first one to join is P1, next is P2, then P3 and so forth. When you add computers, they fill up the slots in reverse order. So as soon as I tested it with a human player, the starting positions worked just fine.

    Hopefully this helps someone!

    Posted in: Miscellaneous Development
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    posted a message on Really Wierd Variant Problem

    Shameless bump.

    Posted in: Miscellaneous Development
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    posted a message on Really Wierd Variant Problem

    Edit: Thanks for the ideas, but I did manage to solve this issue on the third post of this thread. Turns out it was working fine all along, it's just that when you add computer players, they are added in reverse order for some reason, which made it seem like my Variant settings were messed up.

    Original Post: I am at my wit's end with this Variant problem in my Custom map. Here's the situation:

    Players 1, 3, and 5 are on one team, while Players 2, 4, and 6 are on the the other team. My goal is that this setup would allow an even number of teams whenever two, four, or six players join the game.

    Here's the problem: The host becomes player 1, as expected. However, the second person to join becomes player 6, and the next becomes player 5, then 4, then 3, and lastly 2. Though this makes for even teams, the starting locations are all over the place! And no matter what combination of Variant settings I've tried, I haven't been able to get it to work right.

    Miscellaneous info: I started working on this game in Beta times, so I guess it's possible the wierd dependency things could be throwing it off (though I don't currently have any Dependency problems). I also have not been able to test with actual people-all this information has come about by adding computer players.

    Any ideas?

    Posted in: Miscellaneous Development
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    posted a message on Map provides ID

    I once took a big block of text from the body of my loading screen instructions and applied a gradient color change, and then had the same problem. When i looked at just the raw coding text whatnot, it turned out there was an enormous amount of text, which was causing the problem. I rewrote it to be shorter, took out the color gradient, and voilĂ .

    Hopefully that helps.

    Posted in: Miscellaneous Development
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    posted a message on The Map Testers List

    rut | 694 | rutegar | USA

    Need to test my map "Marine Swarm," and am willing to test others. I'm on usually later on at night

    Posted in: Miscellaneous Development
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