• 0

    posted a message on Change Buttons depending on Ability Level

    Is there a way to change buttons depending on ability level NOT using Command Card - Level Button? I tried putting on requirements on the command card for ability level, but the game seems to ignore this. It does not ignore it for passive abilities, but for active abilities the requirements are ignored.

    If I cannot change the buttons depending on ability level is there a way to hide the stupid [Level X] tooltip segment?

    Thanks.

    Posted in: Data
  • 0

    posted a message on A Real Headscratcher. Randomly invincible unit.

    Anyone dare take on this bug? It's not serious because I can write a little piece of code that checks for these behaviors on created units and if the units have the behavior I can either remove the behavior or remove the unit, but it would be nice if I could get to the root of the problem! I think the behavior is bugging out and somehow changing values so that the behavior works as a Damage Response Fatal, but I am totally not sure.

    Posted in: Data
  • 0

    posted a message on A Real Headscratcher. Randomly invincible unit.
    Quote from Chiquihuite: Go

    @Rhadamant5186: Go

    Do you ever add *any* behaviors to the unit at all? Every behavior has the fields necessary for death prevention, if set to the appropriate values.

    The unit does have 3 behaviors but none of them are death prevention. There is no Damage Response Fatal or Handled, there is no reason for these creeps to be invulnerable other than the game bugging out.

    See for yourself.

    Oh and the other 2 abilities are identical with just a different Damage Response - Chance.

    Ability - Modification - Abilities Disabled	
    Ability - Modification - Abilities Enabled	
    Ability - Modification - Ability Classes Disabled	(Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled)
    Ability - Modification - Ability Classes Enabled	(Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled)
    Behavior - Acquire Player - Effect	(None)
    Behavior - Acquire Player - Value	Unknown
    Behavior - Alignment	Neutral
    Behavior - Buff Flags	Countdown, Remove Exhausted Damage Response
    Behavior - Categories	
    Behavior - Modification - Attribute Changes - Attribute	
    Behavior - Modification - Attribute Changes - Points	
    Behavior - Modification - Behavior Categories Disabled	(Disabled|Disabled|Disabled)
    Behavior - Modification - Behavior Categories Enabled	(Disabled|Disabled|Disabled)
    Behavior - Modification - Behavior Classes Disabled	(Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled)
    Behavior - Modification - Behavior Classes Enabled	(Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled)
    Behavior - Modification - Behaviors Disabled	
    Behavior - Modification - Behaviors Enabled	
    Behavior - Modification - Modify Flags	(Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled)
    Behavior - Modification - Queue Count	0
    Behavior - Modification - Queue Size	0
    Behavior - Modification - Rate Multiplier Array	(1|1|1|1)
    Behavior - Modification - State Flags	(Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled)
    Behavior - Name	Cestoda Toxoid
    Behavior - Player - Effect	(None)
    Behavior - Player - Value	Unknown
    Behavior - Replacement	Shortest Duration
    Behavior - Replacement Location - Effect	(None)
    Behavior - Replacement Location - Value	Caster Unit
    Behavior - Requirements	Cestoda Toxoid (Easy) (Requirement)
    Behavior - Validators (Disable)	
    Behavior - Validators (Remove)	
    Combat - Damage Response - Chance	0.25
    Combat - Damage Response - Cost - Charge - Count (Max)	0
    Combat - Damage Response - Cost - Charge - Count (Start)	0
    Combat - Damage Response - Cost - Charge - Count (Use)	0
    Combat - Damage Response - Cost - Charge - Hide Count	Disabled
    Combat - Damage Response - Cost - Charge - Link	Behavior/CestodaToxoid1
    Combat - Damage Response - Cost - Charge - Location	Behavior
    Combat - Damage Response - Cost - Charge - Time Start	0.0000
    Combat - Damage Response - Cost - Charge - Time Use	0.0000
    Combat - Damage Response - Cost - Cooldown - Link	Behavior/CestodaToxoid1
    Combat - Damage Response - Cost - Cooldown - Location	Behavior
    Combat - Damage Response - Cost - Cooldown - Time Start	0.0000
    Combat - Damage Response - Cost - Cooldown - Time Use	0.0000
    Combat - Damage Response - Cost - Cost Display	(Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled)
    Combat - Damage Response - Cost - Technology Resource Cost	(0|0|0|0)
    Combat - Damage Response - Cost - Vital Fraction	(0|0|0)
    Combat - Damage Response - Cost - Vitals	(0|0|0)
    Combat - Damage Response - Exclude Effect Array	
    Combat - Damage Response - Exhausted	(None)
    Combat - Damage Response - Fatal	Disabled
    Combat - Damage Response - Handled	Cestoda Toxoid (Effect)
    Combat - Damage Response - Ignore	(0|0|0)
    Combat - Damage Response - Kind	(Enabled|Enabled|Enabled|Enabled)
    Combat - Damage Response - Location	Attacker
    Combat - Damage Response - Maximum	524287.9997
    Combat - Damage Response - Maximum Clamp	524287.9997
    Combat - Damage Response - Minimum	-524288
    Combat - Damage Response - Minimum Clamp	-524288
    Combat - Damage Response - Modify Amount	0
    Combat - Damage Response - Modify Fraction	1
    Combat - Damage Response - Modify Limit	0
    Combat - Damage Response - Modify Minimum Damage	Disabled
    Combat - Damage Response - Require Effect Array	
    Combat - Damage Response - Target Filters	
    Combat - Modification - Attack Speed Multiplier	1
    Combat - Modification - Damage Dealt (Scaled)	(0|0|0|0)
    Combat - Modification - Damage Dealt (Unscaled)	(0|0|0|0)
    Combat - Modification - Damage Dealt Fraction	(0|0|0|0)
    Combat - Modification - Damage Dealt Maximum	(524287.9997|524287.9997|524287.9997|524287.9997)
    Combat - Modification - Damage Dealt Minimum	(0|0|0|0)
    Combat - Modification - Death Response - Chance	0
    Combat - Modification - Death Response - Cost - Charge - Count (Max)	0
    Combat - Modification - Death Response - Cost - Charge - Count (Start)	0
    Combat - Modification - Death Response - Cost - Charge - Count (Use)	0
    Combat - Modification - Death Response - Cost - Charge - Hide Count	Disabled
    Combat - Modification - Death Response - Cost - Charge - Link	Behavior/CestodaToxoid1
    Combat - Modification - Death Response - Cost - Charge - Location	Behavior
    Combat - Modification - Death Response - Cost - Charge - Time Start	0.0000
    Combat - Modification - Death Response - Cost - Charge - Time Use	0.0000
    Combat - Modification - Death Response - Cost - Cooldown - Link	Behavior/CestodaToxoid1
    Combat - Modification - Death Response - Cost - Cooldown - Location	Behavior
    Combat - Modification - Death Response - Cost - Cooldown - Time Start	0.0000
    Combat - Modification - Death Response - Cost - Cooldown - Time Use	0.0000
    Combat - Modification - Death Response - Cost - Cost Display	(Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled)
    Combat - Modification - Death Response - Cost - Technology Resource Cost	(0|0|0|0)
    Combat - Modification - Death Response - Cost - Vital Fraction	(0|0|0)
    Combat - Modification - Death Response - Cost - Vitals	(0|0|0)
    Combat - Modification - Death Response - Effect	(None)
    Combat - Modification - Death Response - Relationship	(Enabled|Enabled|Enabled|Enabled)
    Combat - Modification - Death Response - Type	(Enabled|Disabled|Enabled|Enabled|Enabled|Enabled|Enabled|Enabled|Enabled|Enabled|Enabled|Enabled|Enabled|Enabled|Enabled|Enabled|Enabled|Enabled)
    Combat - Modification - Vital Gained from Damage Taken - Damage Kind	((0|0|0|0)|(0|0|0|0)|(0|0|0|0))
    Combat - Modification - Vital Leeched from Damage Dealt - Damage Kind	((0|0|0|0)|(0|0|0|0)|(0|0|0|0))
    Cost - Cost - Charge - Count (Max)	0
    Cost - Cost - Charge - Count (Start)	0
    Cost - Cost - Charge - Count (Use)	0
    Cost - Cost - Charge - Hide Count	Disabled
    Cost - Cost - Charge - Link	Behavior/CestodaToxoid1
    Cost - Cost - Charge - Location	Behavior
    Cost - Cost - Charge - Time Start	0.0000
    Cost - Cost - Charge - Time Use	0.0000
    Cost - Cost - Cooldown - Link	Behavior/CestodaToxoid1
    Cost - Cost - Cooldown - Location	Behavior
    Cost - Cost - Cooldown - Time Start	0.0000
    Cost - Cost - Cooldown - Time Use	0.0000
    Cost - Cost - Cost Display	(Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled)
    Cost - Cost - Technology Resource Cost	(0|0|0|0)
    Cost - Cost - Vital Fraction	(0|0|0)
    Cost - Cost - Vitals	(0|0|0)
    Editor - Editor Categories	Race:Zerg,AbilityorEffectType:Units
    Editor - Editor Comment	
    Editor - Editor Description	
    Editor - Editor Prefix	
    Editor - Editor Suffix	(Easy) (Behavior)
    Effect - AI Notify Effect	(None)
    Effect - Effect - Final	(None)
    Effect - Effect - Initial	(None)
    Effect - Effect - Periodic	(None)
    Effect - Expire Effect	(None)
    Effect - Refresh Effect	(None)
    Movement - Modification - Acceleration Bonus	0
    Movement - Modification - Acceleration Multiplier	1
    Movement - Modification - Deceleration Bonus	0
    Movement - Modification - Deceleration Multiplier	1
    Movement - Modification - Movement Speed Bonus	0
    Movement - Modification - Movement Speed Maximum	160
    Movement - Modification - Movement Speed Minimum	0
    Movement - Modification - Movement Speed Multiplier	1
    Movement - Modification - Plane Delta	(0|0)
    Movement - Modification - Snare Multiplier	1
    Resource - Modification - Resource Harvest Amount Bonus	(0|0|0|0)
    Resource - Modification - Resource Harvest Amount Multiplier	(0|0|0|0)
    Resource - Modification - Resource Harvest Time Bonus	(0.0000|0.0000|0.0000|0.0000)
    Resource - Modification - Resource Harvest Time Multiplier	(0|0|0|0)
    Stats - Duration	0.0000
    Stats - Duration Bonus Maximum	-1.0000
    Stats - Duration Bonus Minimum	-1.0000
    Stats - Duration Random Maximum	0.0000
    Stats - Duration Random Minimum	0.0000
    Stats - Duration Shield	0.0000
    Stats - Duration Vital Bonuses	(0.0000|0.0000|0.0000)
    Stats - Duration Vital Max Bonuses	(0.0000|0.0000|0.0000)
    Stats - Flags	Hidden
    Stats - Kill Credit - Effect	(None)
    Stats - Kill Credit - Value	Unknown
    Stats - Maximum Stack Count	1
    Stats - Maximum Stack Count Per Caster	0
    Stats - Period	0.0000
    Stats - Period Count	-1
    Stats - Time Scale Source - Effect	(None)
    Stats - Time Scale Source - Value	Target
    Tech Tree - Tech Alias	
    UI - Display Countdown	
    UI - Display Shield	
    UI - Icon	Assets\Textures\btn-ability-zerg-contaminate-color.dds
    UI - Tooltip	Easy
    UI - Tooltip Priority	0
    Unit - Modification - Detect	0
    Unit - Modification - Detect Filters	
    Unit - Modification - Detection Arc	360
    Unit - Modification - Detection Bonus	0
    Unit - Modification - Height	0
    Unit - Modification - Height Time	(0.0000|0.0000)
    Unit - Modification - Kill Bonus	0
    Unit - Modification - Life Armor Bonus	0
    Unit - Modification - Life Armor Multiplier	1
    Unit - Modification - Lost Bonus	0
    Unit - Modification - Radar	0
    Unit - Modification - Radar Arc	360
    Unit - Modification - Radar Filters	
    Unit - Modification - Shield Armor Bonus	0
    Unit - Modification - Shield Armor Multiplier	1
    Unit - Modification - Sight Bonus	0
    Unit - Modification - Sight Maximum	32
    Unit - Modification - Sight Minimum	0
    Unit - Modification - Sounds	((None)|(None)|(None)|(None)|(None)|(None)|(None)|(None)|(None)|(None)|(None)|(None)|(None)|(None))
    Unit - Modification - Supplies	0
    Unit - Modification - Time Scale	1
    Unit - Modification - Vital Max Bonus	(0|0|0)
    Unit - Modification - Vital Maximum Fraction	(0|0|0)
    Unit - Modification - Vital Regeneration Bonus	(0|0|0)
    Weapon - Modification - Turret Disable	
    Weapon - Modification - Turret Enable	
    Weapon - Modification - Weapon Minimum Range	0
    Weapon - Modification - Weapon Range	0
    Weapon - Modification - Weapon Scan Bonus	0
    Weapon - Modification - Weapons - Turret	
    Weapon - Modification - Weapons - Weapon	
    Weapon - Modification - Weapons Disabled	
    Weapon - Modification - Weapons Enabled	
    
    Posted in: Data
  • 0

    posted a message on Ability - Target Flag Problem and Auto Cast

    @Claymuffin: Go

    It sounds like Auto Cast needs some filters for it so it knows what to attack. When you give Auto Cast some filters (Like exclude allies) it will cast based upon those filters. You can also give the effect of the ability some filters so that you cannot manually cast on enemies too.

    Two abilities cannot (as far as I know) be cast at the same time. If you have another ability that is currently casting (either with prep,cast,channel time) then your seeker missile ability will not cast. A possible work around for this is to change your ability into a weapon that does not share cooldowns with other weapons. You can even hide the weapon if you'd like so it 'autocasts' but you cannot see the weapon manually.

    Hope this helps.

    Posted in: Data
  • 0

    posted a message on A Real Headscratcher. Randomly invincible unit.

    In my map I have a trigger that periodically spawns a unit to attack you. Sometimes (very rarely) this unit will be invincible. The unit does not have the death prevention behavior, but the unit acts as if it does because it is able to take damage, but never die (hovers at 1hp and regens). I don't add a death prevention behavior to the unit ever, nor do I set it to invulnerable when it takes fatal damage, or anything like that. Has anyone experienced this bug and if so how did you fix it?

    Posted in: Data
  • 0

    posted a message on View user's forum posts?
    Quote from Rhadamant5186: Go

    Did he change how the search function works for the forums? I am getting a really small fraction of the search results that I should be getting.

    Works fine now. Was wonky for a few hours though.

    Posted in: General Chat
  • 0

    posted a message on Rooftop Snipers (with Gameplay Vid)

    Loads of fun. I've played a few rounds, getting better and better!

    Posted in: Map Feedback
  • 0

    posted a message on View user's forum posts?

    Did he change how the search function works for the forums? I am getting a really small fraction of the search results that I should be getting.

    Posted in: General Chat
  • 0

    posted a message on [Alpha] Ironhome (Cooperative Zombie Survival)

    The first chapter is complete and balanced and I am looking for skilled players to help me test the higher difficulty content.

    Posted in: Project Workplace
  • 0

    posted a message on [Info] Patch 1.2 Undocumented Changes

    Found a nice change for once! I don't think this was documented, but now when you are editing a suffix or prefix in the data editor the suffix or prefix will display properly on the data tree immediately.

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on [Info] Patch 1.2 Undocumented Changes

    @SouLCarveRR: Go

    Good call, and I thought of that, but the text still remains hidden =[

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on [Info] Patch 1.2 Undocumented Changes

    @theCwinLuvsYou: Go

    As strange as this sounds I found a temporary workaround. This may not work for you, however, so let me explain why they stopped working for me.

    My dialog labels were used on really small boxes. I assume they stopped working because after 1.2 patch the text no longer fit inside the box. The temporary workaround I found was to pre-populate the dialog box with a wide value and then shrink it back down to the size I wanted it. I know that may not make sense but ... I'll give you an example.

    I have a box that is roughly 56x28 size. It has a number inside (usually between 1-99) which represents how many bullets you have left. If I write a number in that box at map initialization like 999 and then overwrite it to lets say 99, the 99 fits, but if I just have it be 99 at map initialization the 99 will become ellipsis (...) Strange workaround, I know, but I was too lazy to properly fix it at this time.

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on [Info] Patch 1.2 Undocumented Changes
    Quote from Ultimaswc3: Go

    Pretty sure there were undocumented ui text label changes. Some text boxes that fix text values before-hand are not quite largest enough. I think this was documented, but changing the color through triggers for ui labels works now.

    My new map had a data problem in 1.2. Some actor events are behaving differently. I had a bug where everything turned into banelings due to a bad actor creation event.

    I've had both problems exactly. Small dialog labels fitting into small boxes turns what used to be numbers pre 1.2 patch into ellipses "..." GARBAGE.

    Also one I've had the same actor problems. Totally crappy, right? Having to fix so much for a few new bells and whistles.

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on Patch1.2 DominionKillTeam

    @Kueken531: Go

    Well SourceCastStart does work fine, but Prepare and Channel and other actor events are sort of screwy. I've remade my actor, but my actor had like 2 pages of events ... so ... it was 2 hours of sheer disappointment. I'll keep an eye out for other models that have gone haywire too.

    Posted in: Data
  • 0

    posted a message on Patch1.2 DominionKillTeam

    @progammer: Go

    It seems that event responses like SourceCastStart, SourcePrepareStart and things of that nature seem to not work. They worked great pre-1.2 but not anymore? I doubt any of these event handlers are used in the train robbery mission.

    Posted in: Data
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