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    posted a message on (Solved) Question about Site Operations

    I've had the same problem since I started using site ops, I think.

    My only suggestion is to try moving the unit and then pressing ctrl+z to undo. That seems to update it for me and it feels faster to do than to delete and recreate the unit.

    Posted in: Data
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    posted a message on Patch 2.0.4 made Actor: (basic) Art: Minimap Icon - turn dark...how to fix?

    I have this problem... kind of.

    I have a red minimap icon set on a unit owned by an AI player. In-game it works fine and it's the correct red color, however in the replay, it turns dark green but only when I'm looking from the AI player's perspective(the owner of the unit).

    I guess it could be that it tints it green because it sees itself as green? I don't know, but it didn't happen before 2.0.4.

    Posted in: Data
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    posted a message on Update range actor on minimap

    Can you elaborate on that? I'm not sure what you're talking about.

    From my research, the range will always be the original range in the "Actor: Range" field. Even if you change that value later on in the game, it will still be the old one.

    Or are you talking about the fields which makes it "inherit" the range from an ability/behavior?

    Posted in: Data
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    posted a message on Update range actor on minimap

    Sigh, that is incredibly silly. But I guess if that's what it takes...

    Posted in: Data
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    posted a message on Update range actor on minimap

    I'm trying to have a range actor that changes size in-game. I found several ways to change the size of it. I can do it with catalog triggers or upgrades for example and this works fine.

    However, the circle on the minimap always stays the same as the original range. Even if I first update it and then create the actor, it's still created with the range set in the data editor at start.

    Is there any way to update this? I tried updating the minimap by setting the camera bounds and updating the minimap, but the range didn't update.

    Posted in: Data
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    posted a message on Shift queuing with incremental cost upgrades

    I figured out a way to block it with the trigger editor. Some of the stuff I do might not be necessary, but I've spent enough time with it so I cba testing it again without some parts of it.

    Prevent upgrade queue
        Events
            Unit - Any Unit is issued an order to Upgrade
            Unit - Any Unit is issued an order to Upgrade 2
        Local Variables
            o = (Triggering order) <Order>
        Conditions
        Actions
            Trigger - Turn (Current trigger) Off
            Unit - Order (Triggering unit) to ( Stop) (Replace Existing Orders)
            Unit - Order (Triggering unit) to ((Ability command for o)) (Replace Existing Orders)
            Trigger - Turn (Current trigger) On
    

    It's worth noting that it didn't seem to work if I just ordered it to do "o". I had to order it to do an order with no target and then use the "Ability Command for Order" on o to get it to work.

    Posted in: Data
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    posted a message on Shift queuing with incremental cost upgrades

    Yeah, this is a possibility, but it's a lot of work since I have over 50 upgrades.

    Posted in: Data
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    posted a message on Shift queuing with incremental cost upgrades

    My research building doesn't has the queue ability, but it is still possible to queue research by shift-clicking. This wouldn't be a problem if it weren't for my incremental cost upgrades. I have upgrades which modify their own cost so the later levels get more expensive. The problem is that if you shift-click an upgrade a lot, you can queue up a lot of levels for the default unmodified price.

    Is there any way to fix this? I'm quite desperate, so if there's a way to disable shift-queuing or anything really, I'd be willing to try it.

    I've tried triggers that order the unit to do what it wanted to do something like:

    Event: Unit is issued an order

    Actions: Order triggering unit to (Triggering Unit) unit order 0 (Replace existing orders)

    but it doesn't seem to replace the shift queue.

    Posted in: Data
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    posted a message on Color tags in dialogs - broken?

    They added a new preset color, "Automatic".

    Creating the label with the color white will override any color tags inside.

    Ahli wrote more on the subject here: http://www.sc2mapster.com/forums/general/general-chat/49024-patch-2-04/#p16

    Posted in: Miscellaneous Development
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    posted a message on StarTools beta has started

    Sigh, I forgot to sign up... Seems like it's too late now.

    Posted in: General Chat
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    posted a message on HOTS terrain showcase

    That jungle looks amazing!.. I mean even more amazing than the other stuff which is also amazing. I wish I was good at terraining :(

    Posted in: Terrain
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    posted a message on Sc2 development history video
    Quote from Roma420: Go

    so after they announced the game in april 2007 with build 3626 they didnt release it because they were taking 3 months of to add foliage, and 3 more months to add scorch marks?! and then taking 3 more years to polish it TWO times?! lol you suck blizzard, fuck you

    Sounds like you have no idea how the development of a big game like Starcraft 2 works and that you're posting this just to flame blizzard and battle.net 2.0.

    Honestly, I think battle.net is getting quite good. Blizzard has really stepped up their game lately in several areas and I think I prefer this battle.net to the one in WC3. Sure the SC2 battle.net has several cons, but I think it is an improvement to WC3's battle.net in many ways.

    Posted in: General Chat
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    posted a message on Global Play & Publishing available

    Has anyone figured out how to publish to other regions? I managed to play on different regions but I cant seem to make it publish somewhere else.

    Posted in: General Chat
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    posted a message on New Gen Consoles.
    Quote from Taintedwisp: Go

    @Siretu: Go

    Because 2 reasons, 1. I would rather play a game made for my 50 inch LCD then my 15.7 inch laptop :P, and 2. Consoles can always play the newest game. So instead of paying 1,000 every 3 years i can spend 300$ every 10 years.... you see :P.

    Not to mention Consoles usually get priority for the newest games, the pc release is usually later. Then theres the whole DLC fiasco. where for whatever reason developers dont wanna release DLC to PC, then i theres some games like fighting games which are just plain better on the console always.

    Consoles have many of their own perks.

    Though PC gaming has its own too. Thats why I dont choose any. and just play them all, more games for me.

    FPS yes, 3PS HELL NO :P. pc gears was horrid. not to mention is always more fun to sit in your favorite chair, sit back grab a beer or Sweet tea and play on your big screen with your surround sound....

    Okay, thank you. I guess I can agree with most of those reasons :)

    Posted in: Off-Topic
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    posted a message on New Gen Consoles.

    I'm sorry if this is slightly off-topic. I'm definitely not trying to come and express my pc fanboyism, but I have never understood the point of consoles.

    All the points you mentioned are reasons I see to get a good PC instead of a console. Most people I know with a console has a computer anyway so the money spent on the console could be spent on a better PC instead for about the same cost.

    No moddability, hard to record gameplay, bad web browser etc. With a PC you could do all of that much easier, not to mention the hardware would probably be better.

    Again, I'm not trying to argue my point, just understand the other side of it :)

    Posted in: Off-Topic
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