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    posted a message on GATEWAY_DOWN Error

    I had the same problem, but after some tries to upload my map that error dissapeared. So just reupload it until it lets you publish your map.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on How to activate cast abilities on a sieged tank?

    I'm having the same problem. Has anyone found a solution?

    Posted in: Miscellaneous Development
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    posted a message on [Release] Catalyst

    There is a lot of new stuff in the new version. The svc inside your machine idea is very original. However you lose a lot of time to upgrade and build new weapons this way. You should improve this so you can purchase and upgrade weaphons faster while in combat.

    I'll keep playing this new version. I feel there's still lots of thinks I haven't tried out yet.

    Posted in: Project Workplace
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    posted a message on AFK shared control (spending resources from the afk player only)

    I'm not asking about how to implement the afk thing.

    My problem is in the red colored part:

    Quote:

    So what I want is to make the afk ally share control with you, so you can control its buildings "spending its resources only, not yours". Any idea on how to do this?

    Posted in: Triggers
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    posted a message on AFK shared control (spending resources from the afk player only)

    I want to make an afk trigger. When a player is afk for some time, it activates and turns this player into afk mode. Afk players are controlled by computer by default, but they also share control with their allies. For now everything is right, and can be done easily with triggers.

    Here comes my problem: In my map, every player has its own resources and income. If I want to share control between afk players and its allies, I also have to share resources between them. Otherwise you won't be able to train units with the buildings of the afk player. But if I share resources, you can also spend the resources of the afk player to make units with your buildings. This greatly imbalances the game.

    Lets say your ally has 300 minerals, and you have another 300 minerals. If your ally goes afk, then you get control over its units, and he shares resources with you. Then you have 300 + 300 = 600 minerals you can spend in both your buildings and the allied ones. Now lets think about a super powerful building which cost 600 minerals. Then you will be able to get that building too early in the game, so you will end up wining this game.

    So what I want is to make the afk ally share control with you, so you can use its buildings spending its resources only, not yours. Any idea on how to do this?

    Posted in: Triggers
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    posted a message on Change a Players Display Name

    Anyone has found how to change player names?
    I need this to change bot names when they come into the game.

    Posted in: Triggers
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    posted a message on [Release] Catalyst
    Quote:

    I'm officially pulling the plug.

    Thats really bad news.

    This map is the only one I currently play on BattleNet. The Unreal like gameplay makes this map unique. And what I used to love about this map was your incessant development. Every 3-4 days there was a new version out with bugfixes and new features. ... Definitely I won't call this an experiment.

    Hope you get back on this project soon. Good luck.

    Posted in: Project Workplace
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    posted a message on Sc2GAME_INTERNAL_ERROR

    Ok. I fixed this. The problem was that I had locked the open slots.

    Posted in: General Chat
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    posted a message on Sc2GAME_INTERNAL_ERROR

    I get the same error. How did you fix this?

    Posted in: General Chat
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    posted a message on Pathing (pathing vs doodads)
    Quote from malkavianVision: Go

    @IliIilI: Go

    You can check for pathability of a point using triggers. Use it as a condition before spawning anything.

    Ok. That works for unit spawning. But I haven't found any trigger to check if a point is buildable.

    Quote from Mozared: Go

    @malkavianVision: Go

    Alternatively, don't place regions in which stuff is going to be created/built in areas that should be without pathing.

    The areas I'm talking about are too complex.

    Posted in: Terrain
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    posted a message on Pathing (pathing vs doodads)

    I used to paint the pathing on my map with the pathing brush tool. But now I have discovered that triggers don't check the painted pathing.

    For instance: I have a trigger that spawns a group of units randomly in a region. But units will still be spawned on the "red" (not pathing) painted areas. Another example: I have a trigger that orders a worker to make a building in a random point inside a region. It will still place his building on the "yellow" (no structures) painted area.

    So I'm planing to fill all these areas with lots of pathing block doodads.

    What do you use to fill these areas in your maps? What is the best solution? Could this big amount of doodads cause some lag in my map?

    Posted in: Terrain
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    posted a message on [Release] Catalyst

    I have found a bug in the beta version: When you conquer the last node, the one in the front of the enemy base, and then you push to enter to the enemy base, the death enemies will respawn at your back, in front of the previous node.

    Posted in: Project Workplace
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    posted a message on [Release] Catalyst

    I have tried the new beta version. It's very impressive and I mostly like it. But there are some things I think that could be improved:

    - Landing Towers are placed too near between each other. You should place them on the oposite side of the base. Maybe you could place them in the other opposite corners. This will encourage players to gain both entrances.
    - There are too many things to buy inside bases. You can't buy everything. So enemies can use your not bought turrets to conquer your base.
    - Bases are too big and too plain.You should add some obstacles to make gameplay more strategic.
    - The big turret at the center of the bases is placed too far away from the entrances. It doesn't worth it to buy both small and the big turrets, because big turret won't attack until the small ones are destroyed. I would replace the big turret with something different, like some small spawn tower.
    - The map is so big. You should add some kind of teleportation system between bases.

    Anyway, Good job!!

    Posted in: Project Workplace
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    posted a message on Doodad units & Attachment points
    Quote from LextalionisRex: Go

    Would it work to attach the ZhakulDas Library actor to a different unit, something with slightly smaller dimensions that you can use as a 'skeleton' of sorts? Rescale the DT building, attach the library actor to ist base, and it should take hits at about the same places. You wouldn't have death animations, or anything fancy, but you'd get impact beams.

    This worked!! Thanks.

    Posted in: Data
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    posted a message on Doodad units & Attachment points

    Ok. I just got 3ds max and I installed the sc2 exporter tools. But I have never used this program before, so I'm a bit lost. When I try to import the model into 3ds max, it shows me the following error:

    Quote:

    The following textures were not found in your 3ds maps directories:
    ProtossReadout.dds
    ZhakulDasLibraryPylon_Diffuse.dds
    ...
    ...
    These textures will not be applied to de model. Continue?

    It seems I have to export every single texture from the sc2 editor and add it to the 3ds max, am I right? Also, should I export something else?

    PD: I added all the textures. But the edited model doesn't have any animation nor lighings.

    Posted in: Data
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