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    posted a message on Completely invisible Dark Templars after patch 3.0, fix for the player?
    Quote from ArcaneDurandel: Go

    It is a new setting in model data. You can make undetected cloaked units models not display anything at all, no shimmer.

    It's just that the map maker is inactive for a year as far as I know. I don't think he will ever do something about the bugs. I'm well aware of this forum being for the map makers. But I figured - this should also be the best hope to ask what the play himself can do, to increase the chances to see the dark templars. Since sometimes some can see them - there must be something in the sc2 variables file to change to increase the chance seeing them.

    Posted in: General Chat
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    posted a message on Completely invisible Dark Templars after patch 3.0, fix for the player?

    So I play this map called Ice Baneling Escape 2. And there are often challanges to complete, mazes to survive, against invisible dark templars or walls. Obviously invisible units in SC2 are always been visible - they always looked like small distortions of some kind.

    But here is the thing - now they are COMPLETELY invisible, but they are there. And the fun part? The fun part is that sometimes some can see them while others can not, sometimes all can see them, sometimes none can see them. Changing graphic settings doesn't seem to help so far. But I figured - since it's completely random, who can and who can not see them - there must be something the player must can do to improve the chances to see them?

    I hope someone here will provide some idea.

    Cheers. ;)

    Posted in: General Chat
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    posted a message on Can't think where is the problem

    @grenegg: Go

    I guess now i have to learn what are triggers :( This may take some time :P

    @SoulFilcher: Go

    Well.. I don't want it to be SO precisely :)

    Posted in: Data
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    posted a message on Can't think where is the problem

    @SoulFilcher: Go

    Thats hard to believe because the only problem that i must solve is the constructed buildings starting health. I don't think that i will start over for that one tiny problem :(.

    edit: Actually on EU server there exists allready such a map. But it is on 2x speed and not 1.5x. And when i played it i saw that he had the same problem. but he solved it. i dont know how he solved it but this is how it looks like - when the structure is at 99% ready it has 50% health. but when the structure is ready immediately has 100% health. So now im trying to figure out how he did that. :P

    Posted in: Data
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    posted a message on Can't think where is the problem

    First of all - im kinda new to map editor (2nd day i use it). So most likely my problem is a newbie problem :P.

    Here is the thing: I want to create a standart melee map which goes faster than normal maps (1.5x times faster to be exact). What I did was i simply created a new buff behavior which has the "modification - time scale" set to "1.5". And I gave this behavior to everything that is in the "Units" tab. And everything works just fine but with 2 small problems:

    1. Abilities are not changed (that doesn't really matter for me)

    2. Every time i build a structure it has only 50% health. And i can't find where is the problem.

    What i tried: I changed the "Stats - Life Starting Amount" for every building to aditional 50%. And it worked just fine - ever building that i build now has 100% hp. BUT - the starting Nexus/CC/Hatcherie now have too much health at the start. So this solution wasn't working too.

    And now i have no idea or what-so-ever for a solution for this problem. Anybody help? :)

    Posted in: Data
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