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    posted a message on SC2 Arcade Alpha

    I got an invite too. Pretty cool stuff. Updating one of my maps for it. I am rather confused as to why the editor has the lighting as all pink in my map but I'll figure out how to fix that.

    Posted in: General Chat
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    posted a message on Lobby Game Attributes only appear for host

    I was wondering if there was a way to make it so that Game Attributes I have created show in the lobby for players other than the host. When I created them, I did specifically make it so that in the bottom of the requirements tab that the host is the only one who has access to it, but that it is visible to everyone. It seemingly did not work. Do I need to actually make requirements in the field above or does anyone else have any ideas as to why?

    In my game variants it is not hidden as well.

    Posted in: Miscellaneous Development
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    posted a message on Lobby Teams

    So I've been reading up on lobby teams on here for a 4v4 custom map I'm making, and my issue is that I have a dialog that displays a label for each player on the team and they have random start locations.

    From what I've read on here (albeit old threads), I've come to the conclusion player number is determined by the order in which a person joins the lobby, and this can have a negative impact.

    For me, this would mess with the player's label showing up on opposite teams of what they are on. So it may be Player 1, Player 5, Player 6, Player 3 vs Player 4, Player 2, Player 7. Player 8 but the dialog would still show Players 1-4 vs Players 5-8. People who have played Team Monobattles would understand what I'm talking about, as it is a dialog that displays images based on players' unit choices and sorts it based on who is on which team.

    Is this still the issue on Battle.net? Is this something easily fixed?

    My assumption is that I'd have to store player and team locations using the Player is on Team 1 and Team 2 functions, but I'm too burnt out from using the editor today to figure out how I would go about setting up the variables and doing all the loops and actions for that. And aside from fixing the dialog so that players and teams matched up, I need to make it so that team placement works too (which in testing on single player with A.I. puts all the players in random spots, not according to team, unless they are forced to a spawn location in the Player Options -> Player Start Location.)

    So if anyone has a good idea of what I'm looking at for what I'd have to do, that would be a great help.

    Posted in: Triggers
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    posted a message on [Data, Actor] [Events + Message] Texture Select By ID
    Quote from Kueken531: Go

    @Quelex: Go

    ...Safest way is usually, to use no prefix at all and enter the complete texture name (probably StoneZealot_Diffuse.dds) in the Trigger on substring field. The prefix can be used for easier handling, but it is not required.

    That worked perfectly. Thanks!

    Posted in: Tutorials
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    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    What slot should be used for Stone Zealots? I keep getting error messages.

    I tried main.diffuse with several prefixes from the model and couldn't seem to change anything.

    Posted in: Tutorials
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    posted a message on (Solved) Lurker Morph Time

    You have to change the morph time for the ability for both the Lurker Cocoon and the Hydralisk.

    Posted in: Data
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    posted a message on (Solved) Scourges

    Yeah I noticed that yesterday when I opened up a SC2BW map due to it having working Scourge. I set it to index 16 in the Train slot. Glad you guys figured it out though before I could get back on.

    Posted in: Data
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    posted a message on (Solved) Scourges

    Yes, it is a train type ability. I assumed you were referring to the Barracks - Train (primarily because I was just messing around with that ability yesterday, and since you did not specify ability type).

    At any rate, this is a default thing done by Blizzard. I know that I personally have not switched around anything for the Scourge that would link it to the Zergling Tooltips and I doubt Terhonator has either.

    Does anyone who has experience with larva mutation know where this might occur in the process?

    Posted in: Data
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    posted a message on (Solved) Scourges

    I'm trying to figure this out too. I believe we're both using the Larva - Morph Unit (Larva -> Basic) ability, not the Train ability.

    Posted in: Data
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    posted a message on [SOLVED] Dependancies messing with many unit stats

    Nevermind, this post in this thread was very helpful. Just add in the campaign data, not the story data.

    http://www.sc2mapster.com/forums/development/editor-bugs-and-feedback/5743-access-to-normal-campaign-and-multiplayer-units-at/#p3

    Posted in: Data
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    posted a message on [SOLVED] Dependancies messing with many unit stats

    So I'm helping my friend with his map and I've noticed many issues with his units and how they are based seemingly on the campaign units' stats. He added in the Dependancy for Campaign and Story Mode and it must have somehow changed a lot of the units around.

    I know this is an issue for people, but I can't find a fix to get everything back to normal on here. Is it easiest to copy all the triggers, terrain, and custom stuff in the data editor to a new map or is there a simpler method someone has found?

    Posted in: Data
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    posted a message on Wind, sand and the clouds...

    Or make a trigger that sets the animation on those doodads to clear the "stand" animation on the doodad.

    Posted in: Triggers
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    posted a message on BOGO & Ordering a unit to move to the Rally Point

    Didn't work. I get what your thought process was though. It just gave me a function error each time I tried and tweaked. Thanks anyhow.

    Posted in: Triggers
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    posted a message on BOGO & Ordering a unit to move to the Rally Point

    Hey guys, I'm doing a trigger where during a limited amount of time, a player can build a probe for example, and when the probe finishes the trigger creates an additional probe at the position of that unit (Buy one get one Free). That works fine. However, since most players rally their workers to mineral or gas resources it just ends up with the extra probe not following that order because they were created through a trigger, not the building.

    Here is what I have so far, but I cannot get the worker to mine the minerals. In this example below they only move there, and I cannot select Gather as a selectable ability. Any ideas?

    Unit - Order (Last created unit) to ( Move targeting (Rally point target point for point 1 with target 1 for (Triggering unit))) (Replace Existing Orders)

    I don't really understand the 'Point 1 with Target 1 for (triggering unit)' means. Can anyone clear that up?

    Thanks guys.

    Posted in: Triggers
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    posted a message on Increasing Radius on Rain Emitter Doodad?

    Thanks guys!

    Posted in: Terrain
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