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    posted a message on Having difficulty sending my map over to EU

    using enUS client trying to publish enGB map to europe bnet. I get Upload error: Variant definitions could not be validated. When I try to publish to north america bnet it publishes without issues. I have checked over variants and player properties and I have tried to remove anything that could be conflicting data. I have tried saving as component list, without the enUS folder. I removed the enUS key from the component list file, and I still seem to get the same issue.

    Map is 4 Kingdoms Under Siege on US bnet. If anyone could lend a moment to check it out that would be fantastic. I will try to unlock my map for a bit.

    Posted in: Miscellaneous Development
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    posted a message on multiplayer campaigns?

    that's how it works right now, unfortunately a lot of people just beat act 1 and assume that's all. In addition, I got a lot of bad reviews on acts 2 and 3 because people just expect to be able to play acts 2 and 3 without having beaten (or even played) act 1. At this point I just gave up on SC2 mapping.

    Posted in: Triggers
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    posted a message on multiplayer campaigns?

    A few years ago, I was stumped on my Shadows of the Tal'darim project, in the fact that I couldn't get my maps to preload the next map in the series. I wanted it to load act 2 after completing act 1, but it never worked in WOL. Have they fixed this at all for HOS? I remember they said that feature was intended for 'campaigns only.' It's really the only thing keeping me from coming back to mapping for this game.

    Posted in: Triggers
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    posted a message on Helrals Random Dungeon Map

    Keep up the great work! Would it be possible to add the user made walls from the assets section? (edit: http://www.sc2mapster.com/assets/wall-models-3-types/ ) It would be cool if the walls looked different on some levels.

    Posted in: Project Workplace
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    posted a message on [UI] SC2Layout Files: Override method (Aiurchef method)

    Is it possible to change the numbers for health/shields by adding a x10 multiplier? I sorta took a look at the script for the areas I want to change, and it seems there's nowhere to add a multiplier or an extra 0.

    <Desc>
        <Constant name="InfoPaneUnitNameStyleNormal" val="@@InfoPaneUnitName"/>
        <Constant name="InfoPaneUnitNameStyleCondensed" val="@@InfoPaneUnitNameCondensed"/>
        
        <Frame type="InfoPanel" name="InfoPanelTemplate">        
            <Frame type="Frame" name="UnitPanel">
                <Anchor relative="$parent"/>
                <Frame type="BehaviorBar" name="BehaviorBar" template="BehaviorBar/BehaviorBarTemplate">
                    <Anchor side="Top" relative="$parent" pos="Min" offset="6"/>
                    <Anchor side="Left" relative="$parent" pos="Min" offset="10"/>
                </Frame>
    
                <Frame type="UnitWireframe" name="UnitWireframe" template="UnitWireframe/UnitWireframeTemplate">
                    <Anchor side="Top" relative="$parent/BehaviorBar" pos="Min" offset="0"/>
                    <Anchor side="Left" relative="$parent/BehaviorBar" pos="Max" offset="-10"/>
                    <Width val="140"/>
                    <Height val="140"/>
                </Frame>
    
                <Frame type="Label" name="ShieldLabel">
                    <Style val="UnitWireframeVital"/>
                    <Anchor side="Top" relative="$parent/UnitWireframe" pos="Max" offset="0"/>
                    <Anchor side="Left" relative="$parent/UnitWireframe" pos="Min" offset="0"/>
                    <Anchor side="Right" relative="$parent/UnitWireframe" pos="Max" offset="0"/>
                </Frame>
    
                <Frame type="Label" name="LifeLabel">
                    <Style val="UnitWireframeVital"/>
                    <Anchor side="Top" relative="$parent/ShieldLabel" pos="Max" offset="0"/>
                    <Anchor side="Left" relative="$parent/UnitWireframe" pos="Min" offset="0"/>
                    <Anchor side="Right" relative="$parent/UnitWireframe" pos="Max" offset="0"/>
                </Frame>
    
    Posted in: Tutorials
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    posted a message on [Live] Diablo Tristram RPG (Project STOPPED) Fail editor..

    @xXdRaGoNrIdDeRXx: Go

    Some of my maps have uncompressed 14.5 MB in triggers (525 objects), they work just fine and have for months. I shit you not. It's unplayable for players with less than 2 GB of RAM however.

    Posted in: Project Workplace
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    posted a message on Restore Unit and leeching from damage issue

    @Zantai: Go

    • Lifesteal through data editor doesn't work. You have to do it through triggers with the 'unit takes damage' event. For a simple formula that heals 10% of damage done per stack of the behavior, you can do it this way.
    • if
    • -'(any) unit takes damage'
    • conditions
    • -'unit (damaging unit) has behavior "Lifestealing."
    • variables
    • -'lifesteal' (integer) "Stack of behaviors "Lifestealing" on "Damaging Unit"
    • -'amt' (Real) "triggering damage amount"
    • -'Final' (Real) "No value"
    • Actions
    • Set variable 'Final' = (Arithmetic('amt' / '0.1'))
    • Set variable 'Final' = (Arithmetic(Final * (convert integer to real(Lifesteal))))
    • Set 'damaging unit' life to 'Arithmetic(damaging unit life (current))+'Final')
    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Behaviors - Remove exausted damage response

    Just as i suspected. No-ones touching this topic.

    I just checked and it seems that 'Remove Exhausted Damage Response' sometimes removes all damage responses (ie lifestealing, or being healed by damage effects.) However it sometimes bugs out and (permanently) inverts the heal amount.

    It feels like blizzard didn't finish this, because it seems like a healing reducing effect with a chance to go haywire.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Behaviors - Remove exausted damage response

    its quite possible that they're not implemented yet, but there's also a possibility that "remove exausted damage response" is an effect that removes all current lifestealing/damage response altering effects, however I noticed that when an effect does this to an enemy, that enemy's lifestealing bugs out and starts killing them for the effective heal amounts.

    Any suggestions?

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Behaviors - Remove exausted damage response

    Could someone enlighten us all and inform us what this field does. This has been bugging me since august 2010 and blizzard has never clarified this. I notice there's a Remove Exhausted Damage Response field in some Effects too.

    The wiki definition is still; "Remove Exhausted Damage Response (Unknown) presumably removes any damage responses instantly after being hit to prevent stacking of the responses. "

    I'd like to know why nobody will touch this topic with even a 9-foot pole.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on [UI] SC2Layout Files: Override method (Aiurchef method)

    @Helral: Go

    hrm since 1.4 I've noticed that any attempts to change the hero panel or armor/weapon displays have been thwarted.. I'll attach the files in question shortly..

    Posted in: Tutorials
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    posted a message on Cliff Edge Height Displacement? HELP!

    @thepumaman1: Go

    Quote from thepumaman1: Go

    @Apple4: Go

    oh it's possible to fix...

    people have made freeform cameras that defy these invisible planes (flight simulators)

    the only issue is if anyone visits this site regularly and knows how to do this

    they've also made third/first person shooter maps without this problem

    come to think of it, i've seen rodrigo working on a project with cliffs/first person shooting... maybe if you can find him you can ask him

    most flight simulators for starcraft 2 pan/rotate the camera every 0.06 seconds, and are only intended to be used in single player. My flight simulator alpha supports up to 4 players and is considered less network intensive. To do this with triggers (have multiple layers or underwater swimming support) you'll need to calculate the ground height at the (estimated) point of your camera and your hero.

    To understand ground height at point, you sort of have to imagine this flat black layer that's invisible and underneath your entire map. The distance between the ground and this black layer is the ground height at point.

    The ground height at the point of the camera and the hero will look different, they need to be the same, and auto adjust based on these 2 numbers.

    This was all I could think of from my experience with the sc2 editor. Hope you can make use of it

    Posted in: Miscellaneous Development
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    posted a message on Flight simulator.

    The only problem I have with my flight simulator is that you can't easily manipulate the units yaw/pitch. To make the unit tilt up/down you have to create a dummy actor that's invisible, just in front of your unit, and use 'make unit look at' actor. To change its facing. You have to constantly update it's height and position which can be network intensive.

    Posted in: Map Feedback
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    posted a message on 1.4.0 patch notes

    @VoidPotato: Go

    is that text consistent when you go to test the map 2 days later?

    Posted in: General Chat
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    posted a message on Dependencies could not be validated.

    @ShadowDancer93: Go

    im having this problem too.

    Posted in: Galaxy Editor Bugs and Feedback
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