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?
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.
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.
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.
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?
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.
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.
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.
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.
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.
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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.
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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.
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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.
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@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.
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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?
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Works fine now. Was wonky for a few hours though.
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Loads of fun. I've played a few rounds, getting better and better!
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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.
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The first chapter is complete and balanced and I am looking for skilled players to help me test the higher difficulty content.
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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.
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@SouLCarveRR: Go
Good call, and I thought of that, but the text still remains hidden =[
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@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.
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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.
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@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.
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@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.