• 0

    posted a message on What to change in the Galaxy Editor

    - An help file.

    - Library's to copy terrain from one map to another

    - Purge option (like autocad purge)

    - Option to safe ones hero in one map and open it in another. And link maps to each other. Walk into a trigger loads other map (B). And this with other people still on map (A) playing. This would solve the 20mb problem.

    - Make trigger on map A have realtime effect on map B

    - Really like the diablo idea to people able to join a ongoing game. - Show on battle.net what people with which level hero's are playing in the game you want to join.

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on 2 Bugs found

    Here are some pictures of the 2 problems:

    Bug 1:

    Bug 2

    Tried with other units as well and same thing happens.

    Bug 2:

    Pathing bug 1

    Here you see with arrows the way the SCV behaved on trying to enter the Geyser.

    Pathing 2 bug 1

    Here you see another screen shot but now with one exiting. Instead of the normal exit on top. The SCV exitted (sp?) on the bottom and walked a weird line back to the command center.

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on 2 Bugs found

    @progammer: Go

    Yeah i put 3 SCV's on the geyser. But normally the SCV would wait like 0.5sec before entering. Now he starts to move to a other point to enter the geyser before retrying to enter :S.

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on 2 Bugs found

    While recreating a SC classic melee map ($mallest map 64x64), I found 2 bugs.

    First bug:

    Units shoot through raised cliffs that shouldn't be able to. I created 2 tiles wide cliffs. And when 1 enemy unit is standing on top of the cliff. Units behind the cliff can shoot through it. In SC only siege tanks could shoot over the walls. But now marines / Hydralisks etc can shoot through the walls.

    Also a walker (who can see over cliffs) shoots through them as well. The particle effects of his gun go stop at cliff and appears out of thin air on the other side.

    Extra info: I used for dependencies "melee (liberty)", texture set "Haven (Jungle) and Initial texture "Haven Grass Light". The cliffs are normal 2 tile wide 1 level high raised cliffs.

    Second bug:

    SCV's and probes (not sure about zerg) have pathing issues when entering / exiting Vespene geysers.

    Hmm hard to describe. First unit walks to geyser. Second unit instead of waiting, walks to the other side of geyser. When he finally is on other side he enters. The first unit was already out of the geyser. 3th unit walks away from geyser, and when the second unit exits. He finally starts walking towards the geyser which again takes an extra few second before he enters.

    To my knowledge are these problems not my lack of programming skills because its a melee map with no triggers. So I suspect it to be a starcraft 2 bug.

    If anyone experiences the same thing, or knows a solution, please let me know.

    Posted in: Galaxy Editor Bugs and Feedback
  • To post a comment, please or register a new account.