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    posted a message on Legacy of the Void - After Release

    Marketplace because Blizz said on some BlizzCon that they wanted to look at that again after Heroes' launch?http://starcraft2.ingame.de/forum/images/smilies/hammer.gif

    Posted in: General Chat
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    posted a message on bonus damage
    Quote from Bayly: Go

    so ive made a ghost that does 300 base damage. -if the target is armored it will only do 150 damage -if the target is biological it will do 600 damage.

    my question: what if the target is an ultralisk (Biological AND armored) what damage will be done? and how is it worked out

    It is averaging the factors, if you are using percentages.

    Test data and resulting formula.

    So, in your case:
    (50% + 200%) / 2 = 125%

    300 * 125% = 375

    Posted in: Data
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    posted a message on [Solved I Think]Change Reveal Rules?
    Quote from Amaroq64: Go

    Is there a way to alter which units you need to have to not be revealed? Is there a way to alter which units are revealed?

    I assume you only need to set the "Penalty Revealed" unit flag to true, for every unit type that should be revealed.

    Posted in: Data
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    posted a message on Banks - list of questions
    Quote from xxxNEARBYxxx: Go

    Hi there guys! After some optimization actions my bank refused to work correctly. That's why I want to clarify some aspects:
    1) Bank name must be as string name like "MySupeDupperBank" or I can put this name as variable (the variable is more convenient)?
    2) Can I preload bank as loop or I must personally preload it for each player (copy copy copy)?
    3) Can I save/load info to/from bank as loop...or also personaly for each player (it's just awful)?
    4) I must check signature after preload. Ok. But what I must to do with signature when I save my bank?

    1) I think it needs to be written out as preload is a fake-action. It makes the editor create a file in the map called "BankList.xml" which contains the bank name and player slot that needs to load the bank.

    2) Due to the reason stated before, the preload cannot be a part of a loop.

    3) Everything else regarding banks should work with variables and loops just fine.

    4) When the signature option is enabled, saving the bank will create a signature for the file automatically. You only need to check the signature once. Also, you need to enable the signature once per game for that bank, else the game does not know if it should generate one or not.
    Checking, if a bank is verified (which checks the signature), and dealing with broken banks is up to the map's author.
    Btw, new banks are unverified, but they are empty. That is how you can differ between broken/edited banks and new players' banks.

    Posted in: Triggers
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    posted a message on Check number of units in the area
    Quote from DastFight: Go

    @joey101d: Go

    but i can't just find the "number of living units..." in russian version. In which category it is? Unit? Searching for that two days now

    It consists out of two functions:

    1. Unit group - Number of units in unit group

    2. Unit group - units in region matching condition

    The first one is the outer one counting units in a specified unit group. The second one creates the unit group.

    Posted in: Triggers
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    posted a message on Downsides to unlocking a map?

    The file size increases as the GUI trigger data is not removed anymore.

    Posted in: General Chat
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    posted a message on How to prevent my map from being broken by deleted dependencies?
    Quote from LeafyVegetable: Go

    Finally, how do I set my map to always use the CURRENT version so it will never ask for a new version and thus break the map?

    When you add the dependency, there is a checkbox controlling if it will always use the newest version or not.

    Posted in: General Chat
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    posted a message on How to prevent my map from being broken by deleted dependencies?
    Quote from LeafyVegetable: Go

    Hi, my map is currently using 6 different dependencies. Some of the dependencies are from dead projects and some from ongoing. How do I prevent my map from being broken when a dependency is updated or deleted?

    Files are not really deleted from battle.net, so deletion should not be an issue. Deleted files will just be invisible, but they still exist and are downloadable.

    You can just not tick the "use latest version" in the dependency. Then, your map will always use the version that was on battle.net when you have added the dependency. Thus, updates of the mod will not break your map without you noticing. You will just not notice updates in the dependency anymore, e.g. bug fixes.

    The biggest problem would be SC2 patches breaking the mods.

    Posted in: General Chat
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    posted a message on UI Race Color

    - Styles with the race suffix like "_Terr"
    - constants in UI with the race suffix
    - entries in \GameData\Asset.txt with the race suffix

    - some error sounds are sound entries ending with the race suffix like "_Terr", too

    Here is my old race test file where I'm altering basically everything to attempt to find the limitations of new races:

    https://dl.dropboxusercontent.com/u/4479839/newRaceTest.SC2Map

    The map attempts to add a new race called "Zurg" and the UI is modified to look like Zerg's one as good as I was able to do it.

    I didn't test this test map with the 2.1.9 patch, yet. So, if you run into problems, please tell me.

    Posted in: Data
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    posted a message on Near cliffs: ground height != height that units are walking upon

    While attempting to make my own multiplayer FPS implementation, I'm running into a problem with cliffs and the terrain height around these.

    Near a cliff, the ground height is altered. But this height doesn't visually affect units. The altered height is only accessible in the triggers. Unfortunately, I don't see a reliable way find the height that the units walk upon.

    The height error can be as big as 0.64 while a Marine has a visual height of 0.8. I hope you can see how much of a problem that can be when the "hitbox" of the unit doesn't come close to matching the unit. The errors can appear within a distance of approximately 2 around the cliffs, so the area I'm talking about is not small.

    This means that I currently have to hardcode the ground height for the calculations near cliffs.

    Maybe someone here has an idea for a better solution.

    Posted in: Triggers
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    posted a message on Uploading...publishing...stuck at 97%

    Is there an error message?

    Did you check if it actually updated the file on battle.net?
    I remember that there was a bug with a percentage close to being 100%, but still being able to update the file properly regardless. But I don't know if that one still exists or if it has been fixed.

    Posted in: Warcraft Modding
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    posted a message on Harvesting Trigger - Melee AI

    I've fixed the problem via ordering the workers via effects. I've created an effect that issues the gather order to the caster unit to the target unit.

    http://hastebin.com/hecocebudu.xml

    The problem seems to be created due to trigger-orders while effect-orders seem to work fine.

    Posted in: Triggers
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    posted a message on AI - SetStock for workers

    You need to execute AIClearStock(int player), I guess.

    Posted in: Triggers
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    posted a message on Untextured After Publishing
    Quote from IskatuMesk: Go

    Assuming you used the art tools, export with Use DDS Paths. Else it uses local paths from your computer.

    To be more specific, in the export-dialog enable "Use mopaq".

    Posted in: Artist Tavern
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    posted a message on Harvesting Trigger - Melee AI

    Good news: the trigger does not break the AI. I can use it in HotS just fine, but in StarBow it breaks.

    Unfortunately, that means that I've no real clue what is causing the problem other than: something else in the mod.

    I suspect that the AI somewhere attempts to build a unit or structure that is not available to it or something like that and blocks itself somehow. But unfortunately, I don't know enough about the AI to be certain.
    Does anyone have an idea or a method to find out?

    Posted in: Triggers
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