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    posted a message on 12 player map, but only 2 can join, rest are dc/ed.

    @Rohime: Go

    Awsome! I am going to try and upload it now. Hopefully it will work. thanks for the help guys!

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Pause AI by player.

    So just recently I have found a work around for this. If you look at the triggers you can see "enable script use for unit". This stops a unit from being commanded from the AI. so just make a trigger, so that when a unit is created it turns "enable script on" for the specified unit. I ended up doing this with unit groups and added all the units for the specified AI computer to a group then turned on "enable script use for unit group". However, units that are just made, and are given orders from the AI will still perform the order (Only workers have shown this behavior). So I have put a behavior on creation that disables their build abilities temporarily (for 0.1 sec). this seemed to fix that issue. This method seems to work almost perfectly. More testing is needed.

    Posted in: Triggers
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    posted a message on 12 player map, but only 2 can join, rest are dc/ed.

    @ArcaneDurandel: Go

    Thank you for the quick response. I am happy to know that this issue is already being looked into.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on 12 player map, but only 2 can join, rest are dc/ed.

    So i have a 12 player map that I had uploaded to b.net a few times to test with friends. I had left it up as public before the latest patch and all 12 people could join the lobby with no issues. Since the latest patch however, anytime I upload a new version (or the same version that had no changes to it when it was working), only I was able to join online, others would attempt to join but get disconnected right away and get a very ambiguous error "A problem occurred trying to connect to game. Please try again later." I tried the following:

    - Restarted Internet, and flushed DNS - Tried uploading with another computer. - Tried uploading with another internet connection. - Removed some imports that where needed as the file size was 15mb. (This allowed 2 people max to join, so now me and one other person can join. Then everyone else from then on is disconnected.) - Went back to an old version that worked, MANUALLY redid all my work for 2 months. uploaded and still same problem. (only one person able to join, remove imports and then only max of 2 people.)

    Please help!!! This project has been 4 years in the making on and off. It would be a shame for me to have to through it out, due to what seems to be a possible blizzard problem.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Pause AI by player.

    Hello,

    I have been trying to find a way to pause one AI player as oppose to pausing all of them with the "Pause AI Time" trigger. So does anyone know of a work around for this? I have thought of just changing ownership to another player, but this caused more issues, as the current orders for the AI that was in charge are canceled. This is unwanted behavior for my map. If someone can figure out a way to have a seamless transition from a human player with no base, to taking over an AI controlled base that would be great, and please share your ideas.

    Thanks in advance.

    Posted in: Triggers
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    posted a message on Requirements: Stacked buffs?

    Here is the photo as requested. If you need more please let me know.

    http://imageshack.com/a/img835/6499/27u9.png

    Posted in: Data
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    posted a message on Requirements: Stacked buffs?

    I am having a similar problem. I have an ability that has 3 parts. First part the unit dashes forward and it adds a behavior to the caster (stacks 6 times). Once the first dash is used it goes on cool down. Then the second ability is shown (second spot on command card stack) by a behavior requirement which states... behavior >= 1 && behavior <= 5 then show. Now here is where the problem started. Once I added the third ability (first spot on command card stack) using a requirement stating.... behavior == 6 then show. it started to show the third ability after using the first ability which is strange because the first ability only adds one stack. What should be happening is 1st ability adds stack 1, second ability adds another stack each time it is used until stack count is 5 then third ability is shown. One rumor I have have heard is that copy and pasting requirements set to other abilities can cause problems such as links still staying with the other requirement and ability it was originally linked to. I have tried remaking the requirement from scratch but this did not fix it. I have checked ability requirement fields and yes i have the requirement to check completed at unit. If anyone knows the reason for this strange annoying bug please bring this thread back to life.

    Posted in: Data
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    posted a message on Data Reference Counting tool tip

    I have an attribute that states this "Increases chance to get 15 Energy back from a regular attack by 0.1% per point." Which is great it references my behavior (through data refrenceing) but when the hero gets the same behavior stack on him I'd like it too display this instead. "Increases chance to get 15 Energy back from a regular attack by 0.2% per point." So each stack changes the attribute tool-tip adding 0.1% each stack that is on the unit. I am assuming this is possible as there is a "CREATE FORMULA" button when you go in to edit the tool-tip. If someone knows how to do this, or if you can't in GE then please let me know thanks.

    Posted in: Data
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    posted a message on (SOLVED) 40% of targets life

    @DrSuperEvil: Go

    I havnt had time to test but from what I understand the damage response should pick up on the target heroes hp gains/loss because the hero is stillcialive which makes the buff that increases max hp still exist. So im hopeing that modify effect heal of 40% still picks up on the hp gains and losses. If that makes sence.

    And yes I have since added a suicide effect because I was getting a little lagg on target death. I think the action was running twice then killed the target but the suicide fixed that issue.

    Posted in: Data
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    posted a message on (SOLVED) 40% of targets life

    Sorry for the long wait. Here is how I did it.

    1. Create a Behavior Ability called "Kill Shot".
    2. Create 2 Behaviors one called "Kill Shot Buff" and the other "Kill Shot Prevent Death".
    3. Create 4 Effects one called "Kill Shot Apply Death Prevention"(Apply Behavior), "Kill Shot Gain 40%"(Modify Unit), "Kill Shot Persistent"(Persistent), and "Kill Shot Take Vitals"(Damage).

    Basically I used a behavior ability that when learned just gives a DUMMY behavior. Through the "Kill Shot Activate" Requirement that is placed in the requirement field of the behavior, which activates the "Kill Shot Buff". This gives the stalker a damage response to add a debuff ("Kill Shot Prevent Death") 100% of the time, to any unit it attacks (Using the "Kill Shot Apply Death Prevention" Effect through the handled effect field in damage response also set location to Attacker). The debuff called "Kill Shot Prevent Death" has a duration of 20 sec and allows the target unit to take 0 damage (set damage multiplier to 0 and Location to defender). The debuff on the target unit has a damage response on fetal damage which runs "Kill Shot Persistent" from the handled effect field in the damage response. Then make the Persistent have 2 periodic Effects that have a Period Duration of 0.02 sec. The first periodic effect should be "Kill Shot Gain 40%" which causes the target unit to heal to 40% HP (Effect Vitals change HP fraction to 0.4 in the modify unit Effect). Then immediately there is a "Damage Effect" that runs off the Persistent ("Kill Shot Take Vitals") that causes damage from the Effect Vital Fraction Current+ field which is set to 100% HP also set Effect Leech Fraction + field to 1 HP. To avoid your Editor from crashing by causing an unending LOOP, make sure the "KILL" flag is checked in the damage effect, or your target will never die from any damage and the editor will run this LOOP forever. Add the behavior to your Hero and your done.

    Summary: Basically when a target is hit with a kill shot from the stalker he receives 40% HP healed. then that HP is transferred to caster killing the target unit if that makes sense.

    P.S. This is not a tutorial as I do not posses the skills to make one, but if you have questions I am happy to help.

    Posted in: Data
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    posted a message on (SOLVED) 40% of targets life

    I figured out how to do it all in data editor. I had to think outside the box but the ability is working as intended. Im on my mobile atm but will explain in depth when I am on my compiter.

    Posted in: Data
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    posted a message on (SOLVED) 40% of targets life

    Thank you for the quick response, but this ability is based off any damage done by said Hero. That's why I'm thinking of using a damage response behavior (with fetal checked) so when the hero kills some one he gains 40% of their max life. Correct me if I'm wrong but leeching as i mention before leeches only a percentage of damage dealt, from what i understand.

    Posted in: Data
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    posted a message on (SOLVED) 40% of targets life

    Hey, so here is my problem I'm looking to create an ability that will give the killing hero 40% of the targets hit points upon death. Not 40% of weapon damage so a regular life leech from the unit itself will not work.

    What i was thinking so far was this: -Create a behavior using damage response with fetal box checked. -Create a modify unit Effect and that gives 40% hp by using the Vitals fraction. -Use the modify unit Effect in the Handled Effect in the damage response of the behavior.

    This works, but only gives my hero 40% of his "own" HP. Not HP of the target unit.

    So my question is... How would i go about getting the full amount of HP from target and give the Hero 40% of the targets Health.

    Posted in: Data
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    posted a message on Unit Transfer to another player cancels exsisting orders.

    ya unfortunately i think its gotta be done that way. I did find though that through the behaviors modification if you go to the behaviors tab and check off uninterpretable orders. It works but only until the buff wheres off then they lose orders its weird and if you leave the buff on you can interrupt any of they're orders.

    Posted in: Data
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    posted a message on Unit Transfer to another player cancels exsisting orders.

    Bump.. still none eh? well ill work on a work around until som1 responds. If i solve ill say how its done to help out the community.

    Posted in: Data
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