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    posted a message on Patch 1.5 Release date

    Optimizing...
    Installing...
    Finished!!

    New patch is awesome. I've already been able to play my map with other players!!

    Posted in: Off-Topic
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    posted a message on Patch 1.5 Release date
    Quote from Exaken: Go

    @Hookah604: Go

    What? We have to wait until tomorrow! :/

    :(

    Posted in: Off-Topic
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    posted a message on mpq files protected after 1.5 patch

    Worked. Thank you.

    Posted in: General Chat
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    posted a message on mpq files protected after 1.5 patch

    Because of a bug in the current editor, the terrain in my map is screwed up. That's not a new bug, but an old one. It had happened me before, but I used to fix it by reverting the t3Terrain.xml file using a mpq editor. However, after patch 1.5, Blizzard has protected the mpq files, and you can no longer modify them.

    Do you know of some way of modifing read-only files from the mpq?

    Posted in: General Chat
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    posted a message on [WIP] Populous

    Many people have asked me about how to use terrain deformers. I've decided to release an early alpha version of my map, so people can get a look at it. I haven't worked on it for a long time. 1.5 patch may have introduced some bugs, but it seemed to work last time I checked.

    Link: http://www.sc2mapster.com/maps/populous/files/1-populous-demo/

    Posted in: Project Workplace
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    posted a message on does the 1.5 editor just seem "slower"??

    New editor seems much more faster in many areas than the previous editor. The data editor is still very slow though. Also love the new trigger editor. Now you can copy/paste parameters, define array sizes based on constant variables, set catalog values without having to check the xml files to write the right field path...

    Quote:

    They are a good replacement for certain variables in trigger systems. Usually one of the easiest ways to set up a huge dialog is to have arrays that store button images, tooltips and upgrades (or whatever else the buttons are supposed to do). Now you can set up a "User Type" in data, define its fields to be image, tooltip and upgrade, then just add one instance (i.e. index) for each button and have the trigger that creates everything refer to that instance instead of a variable array. (So instead of "Create dialog image for last created dialog with image (ImageArray[Picked Integer]), you reference the User Type instead using Picked Integer as the instance (Which is pretty much the same thing as index)

    Seems similar to an array of structs handled by the data editor. What are the advantages of using User Types instead of variables? Does it offer some additional interaction between triggers and data events?

    Posted in: Off-Topic
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    posted a message on Patch 1.5 time line?

    It depends on the way you used to duplicate the actors in the previous versions of your map. All the data in my maps is terribly broken.

    I expect some things to be fixed before new patch goes out of beta:
    - Portraits need to be fixed!
    - Locale setting resets everytime you open the editor. That's really annoying.

    Posted in: General Chat
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    posted a message on Patch 1.5: What can break your map?

    You will get this problem if you have some actors where the unitname doesn't match the newly created unit, although the events where accordingly set to create the unit before patch 1.5. The same applies to most actors where you didn't adjust their tokens to their corresponding effect values.

    It's easy to fix them, though.

    Posted in: General Chat
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    posted a message on [Solved] Heal while attacking

    Did a test today and it's still not working. Sometimes it seems to work, but suddenly the weapon stops attacking.

    Will try the buff thing.

    PD: Worked. Made a buff behaviour that periodically searches for targets and applies the persistent effect.

    Posted in: Data
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    posted a message on [Solved] Heal while attacking

    The weapon is similar to the mothership beam. It shares the same weapon options as the diamond back weapon, but it's a channeled weapon.

    PD: I've remade the heal ability, making it transient and not channeled. Had to uncheck the markers and modify the validators to reference the persistent effect. Still have to check everything, but seems to be working. Will post the final solution when I have some free time.

    Posted in: Data
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    posted a message on [Solved] Heal while attacking

    If I set the transient flag, the game gets stuck when the ability is used.

    PD: If I uncheck the channeled flags, the heal ability won't target new units when after healing some other ones.

    Isn't there a way to make weapons work while using channeled abilities?

    Posted in: Data
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    posted a message on [Solved] Heal while attacking

    I've made an unit which uses a heal ability. But when it start healing some units, it stops attacking. How can I make the unit attack while using the heal ability?

    Posted in: Data
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    posted a message on Patch 1.5: What can break your map?

    I used to directly duplicate unit actors and then adjust their events so the actors were created for their units. If you used to duplicate your actors in the same way, then all your actors will be corrupted after patch 1.5.

    Posted in: General Chat
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    posted a message on Dynamic Attachments

    You can use triggers to send actor messages to the main actor of the unit.

    Posted in: Data
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    posted a message on Open Games List

    New patch has broken my map, again.

    - All the portraits I was using for my custom UI are broken. They seem to have changed how the camera angles work for portraits.
    - Most of the actors, mainly buildings, have had their actor events changed. Now I'll have to check and fix them all.

    I've found they have introduced the ability to declare array sizes based on constants in the trigger editor. That's a great new feature!

    Posted in: General Chat
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