The only thing so far that worked was to remove the turret of the unit itself - which was pointless since a Warp Prism without the rotation doesn't feel right. Will there be another way?
---- EDIT -----------
And this seems to happen to this "Custom" unit only - which was duplicated using the original Warp Prism. Blizzard's Warp Prisms work fine when their models change into this "Skin" version. What could be going on? Why does the custom unit work fine when using the normal Warp Prism model, and do this "MOONWALKING" when using the Skin version? I just don't understand. Is there something fundamentally different going on with the two models?
---- EDIT ----
After numerous tests, I found out that in the case of normal Blizzard Warp Prisms, they have the same "Facing" before and after the morphing. However in the case of my unit, the "Facing" seems to change when morphing. For example, before the morphing, my Warp Prism faces south. After transforming - it faces north. And its movement direction is messed up.
---- EDIT ----
After even more testing, another thing I found is that the rotation speed changes depending on which model I use - using the normal Warp Prism model - which works really fine - is very slow. While the skin version's rotation speed on my unit seems to be fast.
Hello! Thanks for the answer once again! How do I check for turrets in the actor and the model? As far as I know, there is no sections in the model/actor panel called "Turrets." Should I check the events section?
Hello SC2Mapster, I have returned once again due to my problems in map making!
The problem is, there is a custom unit with the model of a Warp Prism. Whenever I apply the new skin made by Blizzard, it just... Starts walking in weird directions. This only happens when the unit "Transforms" into the Phasing mode, and goes back to Transport mode. Does anyone here know what is going on? Maybe suggestions?
Today, I wanted to ask - is it possible to create positive/negative regions with triggers? (You can see what I'm talking about in the attached screenshot if you don't understand)
So basically, what I want to do is: Create a Circle shaped region with a hole in the center, just like the screenshot's region.
Thanks for the heads up! I'll make sure to uncheck the "Error Messages" to see why I'm getting the errors more easily. And yes, doing that solved the issue!
Hello, community of SC2Mapster! I have a question. Is there something... Wrong that I can't see in the triggers that I posted as Attachment photos?
What I want with this trigger is this:
When units owned by player 13 / 14 kills each other, units within the group "PLAYER UNITS" will gain [minerals/gas/terrazine] whenever they are near the KILLING UNIT, or the TRIGGERING UNIT(Killed unit)
So I made the trigger - to only see it not working. When the units owned by Player 14 killed a unit owned by Player 13, nothing happened. While nothing happened as well the other way around. People in my development team didn't have a single idea about why this was going on too... So I'm asking.
Today I'm here to ask you guys a question: Is it possible to equip normal Pylon's Power radius visuals on customized Pylons?
If you don't quite get what I'm saying, take a look at the attached screenshots.
When placing a normal Pylon near an unpowered unit, it applies a "blue glaze" on the unpowered structure.
When placing a customized Pylon near an unpowered unit, no glaze is applied at all.
This seemed strange since both Pylons used the "Same" Pylon Power behavior. So I searched and searched through the forest of Actors - to no avail. I wasn't able to find the answer. So... I'm asking you.
Is it possible... To equip a normal Pylon's Power visuals to a customized Pylon? To make it apply the same blue glaze on unpowered structures?
Hmm... Thanks for even more detailed reply, although I'm not talking about banks here. In Files -> Preferences tab of the editor, there is a checkbox called "Obfuscate Script Files when publishing locked maps," so I was wondering if this feature could obfuscate the galaxy language itself.
Or does this feature hide the GUI of the triggers only?
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The only thing so far that worked was to remove the turret of the unit itself - which was pointless since a Warp Prism without the rotation doesn't feel right. Will there be another way?
---- EDIT -----------
And this seems to happen to this "Custom" unit only - which was duplicated using the original Warp Prism. Blizzard's Warp Prisms work fine when their models change into this "Skin" version. What could be going on? Why does the custom unit work fine when using the normal Warp Prism model, and do this "MOONWALKING" when using the Skin version? I just don't understand. Is there something fundamentally different going on with the two models?
---- EDIT ----
After numerous tests, I found out that in the case of normal Blizzard Warp Prisms, they have the same "Facing" before and after the morphing. However in the case of my unit, the "Facing" seems to change when morphing. For example, before the morphing, my Warp Prism faces south. After transforming - it faces north. And its movement direction is messed up.
---- EDIT ----
After even more testing, another thing I found is that the rotation speed changes depending on which model I use - using the normal Warp Prism model - which works really fine - is very slow. While the skin version's rotation speed on my unit seems to be fast.
0
In reply to DrSuperEvil:
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Hello SC2Mapster, I have returned once again due to my problems in map making!
The problem is, there is a custom unit with the model of a Warp Prism. Whenever I apply the new skin made by Blizzard, it just... Starts walking in weird directions. This only happens when the unit "Transforms" into the Phasing mode, and goes back to Transport mode. Does anyone here know what is going on? Maybe suggestions?
Help will be greatly appreciated! :D
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Another bump.
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Looks like Blizzard fixed this issue with the 3.17 patch!
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Bump.
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Greetings, fellow members of the SC2Mapster!
Today, I wanted to ask - is it possible to create positive/negative regions with triggers? (You can see what I'm talking about in the attached screenshot if you don't understand)
So basically, what I want to do is: Create a Circle shaped region with a hole in the center, just like the screenshot's region.
Is this possible?
0
In reply to Quntum:
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In reply to temhawk:
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Frustrated Bump. I've managed to recreate this error in an example map. Hope this gets fixed so my map can progress!
MAP DOWNLOAD LINK:
https://www.sc2mapster.com/projects/viacre-chapter-02-another-world/files/2456651/download
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In reply to DrSuperEvil:
0
Hello, community of SC2Mapster! I have a question. Is there something... Wrong that I can't see in the triggers that I posted as Attachment photos?
What I want with this trigger is this:
When units owned by player 13 / 14 kills each other, units within the group "PLAYER UNITS" will gain [minerals/gas/terrazine] whenever they are near the KILLING UNIT, or the TRIGGERING UNIT(Killed unit)
So I made the trigger - to only see it not working. When the units owned by Player 14 killed a unit owned by Player 13, nothing happened. While nothing happened as well the other way around. People in my development team didn't have a single idea about why this was going on too... So I'm asking.
Why is this not working?
0
Hello again, SC2Mapster!
Today I'm here to ask you guys a question: Is it possible to equip normal Pylon's Power radius visuals on customized Pylons?
If you don't quite get what I'm saying, take a look at the attached screenshots.
When placing a normal Pylon near an unpowered unit, it applies a "blue glaze" on the unpowered structure.
When placing a customized Pylon near an unpowered unit, no glaze is applied at all.
This seemed strange since both Pylons used the "Same" Pylon Power behavior. So I searched and searched through the forest of Actors - to no avail. I wasn't able to find the answer. So... I'm asking you.
Is it possible... To equip a normal Pylon's Power visuals to a customized Pylon? To make it apply the same blue glaze on unpowered structures?
0
In reply to DrSuperEvil:
0
In reply to DrSuperEvil: