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    posted a message on Map start not synchronized

    So, has anyone experienced this? Sometimes, when I already see the map (terrain, units etc.), other players are still in the loading screen and create lag for those who have finished loading. Is there a way to prevent this? This issue messes up the start of the map, especially when it begins with a cinematic.

    Posted in: General Chat
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    posted a message on (Solved) Hybrid ability: blink + burrow

    @Ranuglin: Go

    To get the animations, just look into the Queen of Blades Actor. Under 'Events' you will see how the animations are done.

    Posted in: Data
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    posted a message on (Solved) Hybrid ability: blink + burrow

    @Ranuglin: Go

    I think you should look into the Deep Tunnel ability of the Queen of Blades. All she does is burrowing and then unburrowing at the target location. You need the campaign dependancy to see it in the Data Editor.

    Posted in: Data
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    posted a message on Attach a Warp Prism with a Turret to a Nexus

    With the help of the test map I somehow managed to attach a rotating Warp Prism to the Nexus.

    But now there is another problem: If the Player has the Dark Protoss Upgrade, I'd like to switch the Warp Prism with the Warp Prism Dark Model. In the Warp Prism Actor (which is attached to the Nexus) I can swap the model via Actor Events, but I fail to validate if the Player has the Dark Protoss Upgrade or not. Neither 'Validate Player' nor 'Validate Unit' with the Dark Protoss Upgrade work (nothing happens then). If I just use the Event 'UnitBirth.Nexus' and just tell it to swap the model, then it works. I assume that the Actor Event isn't able to "connect" to and therefore validate the Nexus. But I need a working Validator. Any ideas?

    Posted in: Data
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    posted a message on Attach a Warp Prism with a Turret to a Nexus

    Hello fellow mappers,

    I'm having issues with the following idea: Once a Nexus finishes morphing into a better one (more hp etc.) I'd like to attach a Warp Prism (Phasing Mode) on the attachment point 'Overhead' of the Nexus. Currently I'm doing this with Triggers (I just create a Warp Prism there, make it unselectable etc.) but it doesnt feel right, so I want to do it in the Data Editor.

    So far I tried using a ModelAddition Actor with the Phase Prism as the model and it works, but I have no idea how to attach a turret to the Phase Prism (so that it spins, only visually). I suppose using Model Additions is not the right way to do it. The only way to add a turret seems to be using an actual unit and set its turret in the Combat: Weapons field, but my Warp Prism shall be just there for the visual aspect. It will have no other purpose. So, is there a way to attach a Model to a Unit with a turret without turning the attachment model into a unit?

    Posted in: Data
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    posted a message on [Co-op VS AI] Prophecy of the Void

    @lightwing88: Go

    Hey lightwing88, thanks for your interest. Well, currently I am tweaking and changing the map every now and then, since I removed it from the battle.net because there was just too much happening at the same time while you tried to beat this map. I just didn't want to let players experience constant lag while playing it, even more because it took so long to beat the mission.

    So after a break I'm working on it again. It will take time, because, to fix these lag issues, I have to change the gameplay aswell. I don't know if I will ever be able to release it again, but I would really love to do it. It's just so weird to scrap your original idea and you still want keep the story, but you can see it as a new challenge. So, maybe, maybe not it will be available on the battle.net again. That's all I can say now.

    Posted in: Project Workplace
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    posted a message on "Half shared" unit control

    Bump. Still don't have a solution for this.

    Posted in: Triggers
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    posted a message on CatalogValueGet for Ability/Upgrade Icons

    @FuzzYD: Go @grenegg: Go

    Alright, thanks for your help. Now, for example, if I use the event that an Upgrade is being researched by a player, how do I get the data from the triggering Upgrade to use the CatalogFieldGet Trigger? Because, i cannot see a single entry where i can just use "Triggering Upgrade" like usual in the GUI. :(

    Looking into grenegg's Triggers, you are using the Button Text to display the Icons, while FuzzYD's Library contains the Code showing how the "CatalogValueGet" Line has to look like, but I still need to know the "link" between an Event and the "CatalogValueGet" Trigger.

    Edit: I think that I didn't describe it well in my first post. Imagine an Event like "Any Unit research is started". Now I want to retrieve the Icon of the Upgrade that is being researched without specifying it in the Event (like Triggering Upgrade).

    Posted in: Triggers
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    posted a message on CatalogValueGet for Ability/Upgrade Icons

    Alright, I read some threads and tutorials about the CatalogValueGet topic and didn't get a thing out of them. What I want to have is a Dialog which displays the Icons of any Ability or Upgrade once it is used without using a giant Switch (while I'm at it: It is slower than the CatelogValueGet Trigger? It should be, no?). I'm really confused of these String and Path things and it would be really neat if anyone could show a quick example how to extract the icon of an Ability or Upgrade and how to modify the "Create Dialog Item (Image)" so it displays the desired icon. Since there is not a single example for the icon issue, it surely would help me and a lot of other people. Thanks in advance.

    Posted in: Triggers
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    posted a message on "select all warp gates"-like button

    @Zolden: Go

    I found out that the Warp Gate Button is kinda "hardcoded" into the 'Warp Gate - Train (WarpGate)' ability. You can give this ability to any unit and don't even have to edit the Command Card. If you do that, you will be able to select this unit with the hotkey 'W'.

    Posted in: Data
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    posted a message on Campaign Dependencies Blocking My Customization?

    @Inqlis: Go

    To be able to build the Automated Refinery, you have to remove the requirement in the 'SCV - Build (SCV)' ability. It's called 'Use Automated Refinery' and basicly hides the Button for the Automated Refinery as long as you don't have researched the Story Mode Upgrade from the Campaign. Once removed, you should be able to build this structure.

    Posted in: Data
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    posted a message on "Half shared" unit control

    @Dresnia: Go

    Wasn't able to find it there either. =/

    Posted in: Triggers
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    posted a message on "Half shared" unit control

    Hi there,

    it may be a stupid question but I cannot figure it out... In the Left 2 Die Map a certain thing catched my attention: You are able to click on the ally's unit and can see his abilities, but you cannot control it! How is this done? I looked around in the map and it doesnt look like Blizzard used alliance aspects in a weird way. Any ideas?

    Posted in: Triggers
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    posted a message on Game Variants reset every now and then

    @KratsAU: Go

    Sadly, no. It still happens and annoys me like hell. :(

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Constructing the Research Panel from Campaign

    H there,

    I'm trying to rebuild the Research Panel in the Lab from the WoL Campaign and am curious about how to use and display the "points" correctly. Since I couldn't find a clue in the Story map how exactly they arranged the UI, I'm trying to build my own system but encountered a problem: The textures for the "points" are in a wierd format. I can display only one part of them if I limit the dimensions of the Dialog Item (Image), but they cause visual bugs and I'm wondering if there is a specific way to use that kind of texture in a dialog? I have attached one example.

    Posted in: Triggers
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