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    posted a message on (Solved) unit's next action blocked after using custom ability

    thanks for fixing my problem :) it works fine now

    Posted in: Data
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    posted a message on (Solved) unit's next action blocked after using custom ability

    all the cast times are not set. even when i set them to 0 - it doesn't solve the problem :/ all phases are interruptable too... i add this map as attachment. maybe someone will try to check that. just try to rapidly use the zealot's ability after killing a few lings.

    Posted in: Data
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    posted a message on (Solved) unit's next action blocked after using custom ability

    hi, i have a problem with my ability. after i use it, the unit behaves as it should for a few times, but later, when i try to use other ability after my ability, it is blocked and i need to issue other order to that unit. it's like that:

    • normal behavior:
      • use my ability
      • move (or other ability)
      • use another ability
    • behavior, that occurs in my map:
      • use my ability
      • move (or other ability) - IT IS BLOCKED (unit just stays, where it was, and does nothing)
      • use another ability - after some click, it is ok until i use my ability

    anyone of you knows what causes the problem?

    Posted in: Data
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    posted a message on map caching or something?

    hmm... i don't see any file connected with my mod in the "my documents" folder... in sc2 directory there's only one 3 files connected with my mod. 2 of them are the maps i have problems with and one is the mod itself... :/

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on map caching or something?

    noone knows what is going on? even when i use this mod with other map, it behaves like an old version...

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on map caching or something?

    the mod is not published. it is stored on my hard drive.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on map caching or something?

    i've encountered a very irritating bug. i have created a mod and a map that uses this mod. when i test the mod (using "test" option when the mod is opened), the map is ok, but when i test a map (using "test" option when the MAP is opened), it appears that the map is using a very old version of that mod. map which is selected to test the mod is the same that i test alone.

    is there any solution to fix this?

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on any way of getting and setting "learn" ability points?

    is there any way to set or get points for "learn"-type ability?

    Posted in: Triggers
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    posted a message on problems with changing hero ability levels by triggers

    i try to use trigger "Change Level For Unit Ability" to change my hero ability level. the problem is: when i fire the trigger, the ability is leveled up but the button of that ability (on the command card) does not show. i use requirements to show the button when the ability is leveled by hero "Learn" ability.

    Posted in: Triggers
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    posted a message on problem with restoring hero with veterancy and "learn" skill

    @Zolstice: edit: i don't know how to set the learned ability levels. when i set them by the "Change Level For Unit Ability" trigger, they are not being set

    edit: they are set, but the requirements are messing up the command buttons, so i can't use the abilities.

    Posted in: Triggers
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    posted a message on can't switch model's texture by TextureSelectById

    hmm... i don't know what is wrong, but now, Templar_ works for me too. anyway, that problem is solved. i dont want to apply emissive texture now, because my mod still needs some work in other Data sections. i needed only the templar texture to be different for new templar unit - in this mod it probably will be possible to encounter regular templar and 2 others.

    Posted in: Data
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    posted a message on can't switch model's texture by TextureSelectById

    i've done some research, and found out, that i need to modify texture declaration.

    it needs to be something like:

    • texture declaration's Prefix: templar_ (small letters and underscore at the end)
    • adaption's Trigger On Substring option: _Diffuse (underscore at the beginning, one big letter at text beginning)

    now it works fine.

    emissive - is there any possibility to set Emissive Blend Type to "Blend" without using 3DsMax (i think there's a plugin to that soft)?

    Posted in: Data
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    posted a message on can't switch model's texture by TextureSelectById

    i'm sure i name textures properly, but i still can't switch Dark High Templar and High Templar diffuse textures. i use exported and modified Dark High Templar diffuse texture to do that - i exported it, changed some colors and imported it. next - emissive textures and glow: i've been encountering that problem some time ago, when i've been editing models by hex editor (file name changes). the problem was the same - the glow was present too.

    Posted in: Data
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    posted a message on can't switch model's texture by TextureSelectById

    if you mean "does it work on other models like Roach", then, yes. i set the event on roach and it changed the texture to what i wanted.

    Posted in: Data
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    posted a message on can't switch model's texture by TextureSelectById

    i don't know how did i make the error stop showing, but now it doesn't pop up.

    the second problem is: i try to switch High Templar texture (Diffuse). id doesn't produce error, but it is not switched when i want to. i tested switching emissive texture on Dark High Templar model. it works as i have thought it will be (it creates a player-colored glow), but on that model, Diffuse texture switch doesn't work either.

    Posted in: Data
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