• 0

    posted a message on Upgrading to HotS issue. Data dependancies.

    @SoulFilcher: Go

    Firstly, .mod files dont handle triggers do they, only libraries right? Trying to make trigger while editing a new .mod doesnt work (everything is greyed out) so I assumed it cannot be done.

    Secondly, just to clear things up, this would make all my maps dependent on this .mod file correct? And changing it would allow me to edit all three of the maps at the same time? If I could do the same thing for triggers, regions, points, and other things that would be very useful. Is there a way?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Upgrading to HotS issue. Data dependancies.

    @SoulFilcher: Go Well that did work, or at least it appeared to. I am worried about what might happen to stuff that was linked to them previously.

    Also, I feel like my data section is a tangled web of crap that I managed to get to work. I am currently in the mood to rework this map to improve things and tidy it up. The other thing, is that I have 3 of these maps (the only difference being the terrain). And managing changed across all three is a pain. Is there a way that I could just make my own dependency which I could import? A way I just thought of would be to break down each map into its components and just move over the terrain/doodad/units from one to the next, but that seems so round-about.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Upgrading to HotS issue. Data dependancies.

    @Monkalizer: Go

    The issue that I am running into was that I cannot remove either the Multi mod or the Liberty Mod. When I try, it says that they are needed and spits out a huge list of things using them. If I knew how to cut those ties I might be able to change that.

    For now, what I have resorted to is saving the map as components, then creating a new map, and coping over all the terrain/units/doodads. At this point it let me change the dependencies for the new map. But I have run into one problem. I am having trouble including both melee units and campaign units. Particularly the Zerg Queen.

    When adding both the Swarm Campaign and Swarm Multi dependencies, It gives me a warning that there might be conflicting data. The result that I have seen so far is that I only have access to the "Swarm Queen" (the special one from the campaign), and not the regular queen. I am worried that other units may also suffer, as the campaign units are very different.

    Anyone know a solution? Perhaps a way to make the melee units override the campaign ones? This issue was not in WoL.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Upgrading to HotS issue. Data dependancies.

    Has anyone else run into this issue with dependencies? I cannot upgrade my map to HotS because I cannot select the dependencies I need.

    At the moment I have: Liberty Multi (Mod) Liberty (Mod) Liberty (Campaign)

    I would have expected simply to change them to the HotS versions, but that does work. In fact, unless I have the "Liberty Multi (Mod)" the editor complains saying I need it. But for some reason I cannot select the HotS dependencies at the same time (or instead of, as I read that they include the WoL files).

    I would like to cut out all the dependencies, and then add new ones, but I dont know how.

    Alternatively, if anyone knows a way to simply export the terrain/units/doodad placement which I could just plop into a non-corrupted map file that would be great.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Region from four points

    @grenegg: Go

    Out of curiosity, what happens if you specify two corners to be the same point. It should make a triangle. With that, you can create lots more shapes, but it will take more points.

    Posted in: Triggers
  • 0

    posted a message on In game text commands

    So I have created a bunch of text commands, however I cant find a way to execute them without other players seeing what you are typing. And for some reason when you lead the command with a / it wont execute. Anyone know why, or a way around this?

    Posted in: Triggers
  • 0

    posted a message on Extra Unexplainable Weapon

    @TacoManStan: Go

    Hmm. I actually started off by duplicating units, which led to an even larger mess where when I would change a value for one of them, it would change it for every other one too. It was recommended to try creating new units instead of duplicating them. (this is about the 6th time I have made the new units)

    And it might be what you suspect. As when I duplicate/createnew/mimic the old actor, I have to manually change all the actor events to be for the new unit.

    Also, what does the "define as default value" check box do, other than crash the Editor every time you use it?

    Posted in: Data
  • 0

    posted a message on Extra Unexplainable Weapon

    @TacoManStan: Go

    So how BanelingBig was created, was by "adding a unit" then checking the field "copy from Baneling"

    This made it a clone of the baneling. except it had no actor with it. I then created a new actor by copying the old one, etc.

    The Burrowed version was created by copying the BanelingBig, then changeing some values to make it burrowed. (If you copy the original baneling, the two get linked together, and share the same name, unit, model, etc. as their is no burrowed actor, it is part of the other one.

    After all this was done I had to perfectly working banelings. All I did after that was change the model size on the new one. Every thing stills works great.

    However, when I switch the weapon, the old one stays. In my first trial, I created an entire copy of the original attack, but somehow it would not accept it.

    The editor hates it when units share stuff, so I have found that making a copy of every single attribute to be helpful.

    Also, I think the error is somewhere in the baneling death animation, which is shared.

    Posted in: Data
  • 0

    posted a message on Extra Unexplainable Weapon

    @TacoManStan: Go

    No I do not have the original weapon attached to the either the new burrowed or the new unburrowed unit. At least not directly as a weapon. Also, I realize that the screen shot of the editor in the first post was accidentally the model. I have attached the Unit info for both version here.

    Posted in: Data
  • 0

    posted a message on Extra Unexplainable Weapon

    Not sure if this makes any difference, but I never used the duplicate command. I just made new ones, and based them off the original ones.

    "On top of that, it looks like you have only the original weapon attached to the burrowed version. Is it possible that you have the original attached to the burrowed version, and your version attached to the unburrowed version?"

    Also, could you elaborate on what you mean by attached?

    Posted in: Data
  • 0

    posted a message on Extra Unexplainable Weapon

    So this has been driving me nuts and I cant figure out how it got their for the life of me.

    I created a new units, which is just a big baneling by copying all the field values from the original unit.

    I created a new actor, which is just a big baneling by copying all the field values from the original actor.

    I created a new model, which is just a big baneling by copying all the field values from the original model.

    Now here is why my issue starts to come up. I have created a new weapon for the BanelingBig. It is called VolatileBurstBig, which is just a damage effect with a splash radius of 6 at 100 damage (so no set like the original yet). At this point it acts like a 100 damage melee attack, as it doesn't detonate the baneling.

    Now then, after attaching the new weapon to the baneling, the old "volatile Burst" is still there, and I have no idea why, or how to remove it. (see the screen shots)

    However, no where In the unit page or weapon page or actor page or model page or damage effect page is there a link between the BanelingBig and the old weapon. At least, i cant find it.

    I was hopeing someone could help me out with this one, as I have no idea what to do.

    Posted in: Data
  • 0

    posted a message on Duplicating Fungal Growth And Banelings

    @DrSuperEvil: Go

    Very much yes

    Posted in: Data
  • 0

    posted a message on Duplicating Fungal Growth And Banelings

    Ok, I got the actors all figured out. For those who want to know how to change the actors on units, its not done under the Unit tab. Go find the Actor you want, and look through the Event list, and change everything to be to the unit you want. (in my case, from Baneling to BanelingBig)

    That said, I have another question, not sure if it is related to the actor thing or not. I have four units. Baneling, Baneling(burrowed), BanelingBig, BanelingBig(burrowed).

    I have no idea why, but whenever I change the name of one of them, it changes all four to be the same name. Its very aggravating. And furthermore, It seems that the BanelingBig units are ignoring the fact that they have a different weapon than the Baneling units, and defaulting to that one.

    Anyone got any ideas?

    Thanks

    Posted in: Data
  • 0

    posted a message on Duplicating Fungal Growth And Banelings

    Yeh, that is what I had to do to fix the bullets for the photon cannon.

    Anyways. I have another question. How do I change which actor is used by a unit? I cant find where units and actors are linked. -_-

    Here is my situation.

    I have a Baneling, and a BigBaneling. Each one works, as when I made the BigBaneling I duplicated the actor and it automatically linked them together.

    However, the Baneling(burrowed) is defaulting off the BigBaneling actor now, while the BigBaneling(burrowed) has no actor. I have no idea how to attach an actor to the unit, even though I have already made the actor and the model for it.

    Thanks for the help.

    Posted in: Data
  • 0

    posted a message on Duplicating Fungal Growth And Banelings

    @DrSuperEvil: Go

    Yeh, fungal growth used to be called fungal infestation, and it was very good. The units it would kill exploded doing damage equivalent to their health (like a super baneling). I think you can see why they changed it :)

    But yeh, i have no idea why there are two behaviors. The ROOT one just applies the animation and damage, and the MOVE one applies the movement suppression.

    Posted in: Data
  • To post a comment, please or register a new account.