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    posted a message on 1 picture tells everything about rating...
    Quote from Bommes: Go

    How is rating a map that you like with 5 stars retarded? People in Beta were obviously more critical of most maps because the ratio of mappers was much higher and modders/mappers tend to see more technical problems or errors of the map, little quirks, while regular players just care whether the map is fun or not.

    This. On Arcade Beta, you got intelligent reviews regarding the functionality of your map (like bugs, lag etc.), polishing etc.

    Now, everything here is being tossed aside and you will be told how your Map "looks" and "works" overall for the player, nothing more.

    I think that both aspects are very important to improve your project. It's just not really balanced out on live Arcade. We have to remember that most of the players out there are not professional critics, they just play and rate and don't take things like leavers, their own poor performance etc. into account.

    Posted in: General Chat
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    posted a message on Deleting terran drop pods?

    @BiweeklyAaron: Go

    If you are using the normal Campaign-Trigger, the Drop Pods should be killed automatically.

    I'm using Zerg Drop Pods and sometimes these Drop Pods seem to freeze mid air and only disappear once the Trigger "kills" them. Could it be by any chance that you are using other Triggers which somehow also apply to spawning Drop Pods and mess up the animation?

    Posted in: Miscellaneous Development
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    posted a message on Gain Energy from killing

    Holy necro!

    But on a serious note: I want a Unit with a ranged attack to gain Energy whenever it kills another Unit with a spell or his weapon. I tried the solution above with the behavior, but I suppose this behavior has to be applied to the dying unit (not the killer)? Is there a way to make it work on the killing unit only instead of adding this behavior to every other unit?

    Posted in: Miscellaneous Development
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    posted a message on Attachment issues with morphing and constructing

    @SoulFilcher: Go

    Ugh, sometimes the simple things are the solution. I assumed UnitBirth is refering to the moment the Unit enters the Map, including construction. But changing the Event from UnitConstruction to UnitBirth solved my problem. Thank you. But I still don't understand why Construction didn't work.

    Posted in: Data
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    posted a message on Attachment issues with morphing and constructing

    Alright, so I managed to attach a Warp Prism to a structure once it morphs into a second one by creating a Model Actor with the Warp Prism Model and adding an Event in the morphed structure's Actor which says that once this Morph ability is done, then the Warp Prism shall be created.

    But... For some reason, changing the Event in the second structure to create the Warp Prism once it has been constructed doesn't seem to do anything.

    To make it more clear:

    • AbilMorph.UpgradeToSacredNexus.Finish
    • MorphFrom Nexus
    • MorphTo Sacred Nexus
    • Create SacredWarpPrism

    This works. Now the second one:

    • UnitConstruction.SacredNexus.Finish
    • Create.SacredWarpPrism

    If my Probe constructs the Sacred Nexus and it finishes warping, then the Actor is not created. So, what am I doing wrong? The Warp Prism is attached to the 'Overhead' attachment point.

    Posted in: Data
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    posted a message on Unit enters region but trigger wont work correctly.

    @fishy77: Go

    I hope my memory is correct, because I'm not at home right now. Try to use a "Triggering Region = Spawn region1" Condition (Select your Event and look at the info at the bottom. If 'Triggering Region' is mentioned, then you can refer to this Region in your conditions). Use this instead of "Unit is in Region".

    Maybe the Trigger doesn't like the fact that a unit ENTERS a region, but fires off before he is IN the region (sounds strange, but I had some problems with this kind of trigger, too. Try it out),

    Posted in: Triggers
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    posted a message on Add 1 to integer for each unit in unit group

    @Bilxor: Go

    Do you want to save the amount of units in the Unit Group in an integer? Setting the Integer to 'Number of Units in Unit Group' should do the trick, too.

    Posted in: Triggers
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    posted a message on unit spawn help

    @tdhsst: Go

    I wonder if it's because you create units in the area that is defined in the Events of your Trigger? This would explain the lag. Try to switch your 'Create'-Trigger with your 'Trigger - Turn (Current trigger) Off'-Trigger.

    Posted in: Triggers
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    posted a message on Patch 1.5: What can break your map?

    Nothing serious, but it seems they changed something in the "Fade Out"-Trigger. Before 1.5, it forced the UI to play the 'Disappear'-animation (like the Protoss-UI disappearing with a flashy animation), now it simply doesn't, but if you use "Fade In" to make the UI appear again, then the UI plays the animation.

    It appears Blizzard 'ninjafixed' this behavior in their Campaign Maps by adding a "Set Screen Mode"-Trigger (I'm not at my Pc right now; could have a slightly different name).

    Posted in: General Chat
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    posted a message on (Solved) Wave won't move

    @fishy77: Go

    Just a guess, but maybe you forgot to use the following Trigger before using attack waves:

                    AI - Start the campaign AI for player 15
    
    Posted in: Triggers
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    posted a message on Change Specific Player in the Lobby

    @Tyman2007: Go

    I read somewhere that Blizzard will introduce an option which sets the Player Numbers depending on the Player Slots in the Lobby. Well, the only question here is when they will do that.

    Posted in: General Chat
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    posted a message on Santa Hats on YOUR profile picture!

    Since so many people seem to have one, I just added one hat to my Avatar aswell. I'm suprised that it fits so well, especially when it's full size.

    Posted in: Off-Topic
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    posted a message on Quick Help With Editor Question?

    @AMtrane: Go

    Well, if you are refering to the beam, you will need to look into the Void Ray Attack and Void Ray Attack Beam Actor in the Data Editor and play around with it. But if you are really new to this kind of stuff, this could get a bit complicated. Still, if you have specific questions there, feel free to ask them.

    Posted in: Data
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    posted a message on Better wander AI

    @Naxxum: Go

    Have you tried adding the 'Wander' Behavior to the Units per Trigger or in the Data Editor? All it does is making a Unit randomly move around. In the Data Editor under the 'Behavior' Tab, you can even specify how far away the Unit with this Behavior shall travel when it moves.

    Posted in: Triggers
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    posted a message on Unit Dies, Triggering unit Revive, Triggering player Control change

    @Darkling155: Go

    Did you add buttons in the Command Card? I just added a random ability and a button to the Command Card of the Capitol Statue and it works.

    Posted in: Triggers
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