So I keep trying to publish my map to the hots beta, but I keep getting the error "Default attribute values could not be validated. (unknown)"
I tried changing the attributes but it doesn't help.
Any ideas?
I already have made a 3d physics engine to model projectiles. It has grenades, lasers, guns, etc.
And have begun making a shooter with this system. It's very far along.
Not to hijack your thread, but here's a video of it.
Would you two consider joining my project instead? Always room for a good data editor, etc.
I already have HotS beta but I wanted to share...
Ignore the UI as HotS has destroyed mine. lol.
This first one is for projectiles. It basically allows projectiles (and all units) to interact with the terrain and with basic physics.
This second one is a "swarm test". If you haven't seen the trailer for the new DayZ movie coming out, I highly suggest you watch that first so it kind of makes sense.
I like this idea, but why not go beyond bounty?
It sounds like you'll make an entire system with developed characters.
You could make bounty one mode of many.
I only say this because I am making a skill shot game too with multiple modes
Yeah my map is mostly triggers too. And actually that maximum thread limit is a bit intimidating.
I built a simple physics engine for projectile motion and debating on how to detect collisions. I already have the trigger way done.
Anyways, I plan to actually make the data section and do a few tests to see which one runs better in extreme conditions.
I know it might only apply to my situation, but I'll let you all know how it goes.
Btw, still looking for a data editor for my project. It's pretty far along now. But needs a data editor who knows what he's doing.
So here's a more specific question, let's say I have about 25 units that need their radius checked every 0 seconds. Would this be better done with a behavior search which triggers an effect (then follows though with triggers). Or just have triggers check the nearest unit if it's within the radius and keep it to triggers?
0
So I keep trying to publish my map to the hots beta, but I keep getting the error "Default attribute values could not be validated. (unknown)"
I tried changing the attributes but it doesn't help.
Any ideas?
Much appreciated
0
Yeah, sounds good. Mine is jux.tapoz
0
I already have made a 3d physics engine to model projectiles. It has grenades, lasers, guns, etc. And have begun making a shooter with this system. It's very far along. Not to hijack your thread, but here's a video of it.
Would you two consider joining my project instead? Always room for a good data editor, etc.
0
I already have HotS beta but I wanted to share...
Ignore the UI as HotS has destroyed mine. lol.
This first one is for projectiles. It basically allows projectiles (and all units) to interact with the terrain and with basic physics.
This second one is a "swarm test". If you haven't seen the trailer for the new DayZ movie coming out, I highly suggest you watch that first so it kind of makes sense.
0
I find that most things you need to do with triggers can be done with GUI. Although galaxy can do some really nifty things that GUI can't.
If you still want to learn galaxy:
http://www.sc2mapster.com/forums/resources/tutorials/7078-galaxy-a-guide-to-galaxy-parts-1-and-2/#p1
http://www.sc2mapster.com/forums/resources/tutorials/7078-galaxy-a-guide-to-galaxy-parts-1-and-2/
http://www.sc2mapster.com/forums/resources/tutorials/1250-triggers-catalog-field-value-get-set/
If you have never learned any coding language this might be a little difficult...
0
Ah great it worked. Is there anyway to see a complete natives list in omni?
0
Any chance of beta hots version? D:
edit: how do i get the auto-complete and natives list to show up?
0
@grim001: Go
vJASS for wc3 was amazing. If you made something similar for sc2 I would definitely use it.
0
@Taintedwisp: Go
I don't know how to talk to these blizzard devs, but next time you do you should emphasize the terrain level problem hahaha.
0
I like this idea, but why not go beyond bounty? It sounds like you'll make an entire system with developed characters. You could make bounty one mode of many.
I only say this because I am making a skill shot game too with multiple modes
0
@Taintedwisp: Go
Well.... That's how god was invented at least... D:
Pretty much we theorize, test, and improve our concepts based on the tests. Logic is hard.
0
@zeldarules28: Go
Do you think they'll ever add more than 3 (somewhat 4) terrain levels? This is a must needed change...
0
@DrSuperEvil: Go
Is data incorporated into these two threads? As if it was triggers?
0
@SkrowFunk: Go
Yeah my map is mostly triggers too. And actually that maximum thread limit is a bit intimidating. I built a simple physics engine for projectile motion and debating on how to detect collisions. I already have the trigger way done.
Anyways, I plan to actually make the data section and do a few tests to see which one runs better in extreme conditions. I know it might only apply to my situation, but I'll let you all know how it goes.
Btw, still looking for a data editor for my project. It's pretty far along now. But needs a data editor who knows what he's doing.
0
@DrSuperEvil: Go
So here's a more specific question, let's say I have about 25 units that need their radius checked every 0 seconds. Would this be better done with a behavior search which triggers an effect (then follows though with triggers). Or just have triggers check the nearest unit if it's within the radius and keep it to triggers?