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    posted a message on Need help looking for help

    Thanks, it's all data issues.

    I am willing to share the map file and talk over Skype to get it resolved but these bugs I've tried to fix for hours and my friend who is like my mentor can't figure most of them out either.

    There's only a few left and about half of them are gamebreaking so I can't release it with those in. The other half are non-consequential but I'd like to squash them to. I'll PM you hobbi, thanks :)

    Posted in: General Chat
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    posted a message on Need help looking for help

    If I need help with my map, either I don't know how to do a thing or I need help squashing bugs, where do I go? What is the best course of action?

    Can someone give me some direction? Halp?

    Posted in: General Chat
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    posted a message on Bug help

    Not totally sure if this is the right forum but I'm not being told where the right forum is despite asking.

    Anyway I'm having some issues with my map right now. It's mostly done but it has some gamebreaking bugs I need to squash before I can release it. Just need some advice on how to go about that. I'll need to share the file with you so that you can see where I've gone wrong and such and I'd rather share it over Skype where we can talk about the fixes in real-time.

    There's not many bugs. Please help. <3

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on [solved] Stun problems

    So this is a necrobump but I found this thread while looking up solutions for my own problems with stun. I also solved them the same day.

    Stuns are really easy to do, just mimic Graviton Beam. It's a stun.

    Posted in: Miscellaneous Development
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    posted a message on Need some bug help

    You didn't tell me what the correct section was :/

    Posted in: General Chat
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    posted a message on Need some bug help

    I'm willing to talk over Skype or some other client. Even in SC2. My map is done save for some bugs I can't seem to fix. Looking for anyone to help me how to do it. I've spent a lot of time on this map and that time again just fixing bugs. Please help.

    I think it will be necessary for me to share the map so I'd like to not publicly host it if possible.

    Bug list --

    Vikings need to shoot two missiles again. (Not important) [I removed the second missile because it did damage, but I didn't want it to not animate]

    Warhounds Haywire Missiles need to shoot three missiles again and have an impact effect. [It was firing 1, now it's firing none]

    Mothership needs a charge up for Planet Cracker.

    Mothership Core firing Overcharge beam from it's head. [Tried some sOP on PurifyLight, no dice]

    Mothership PC has extra sound at the end. [Sound is 20 seconds long, animation is 10 seconds]

    Leviathan drop pods is spawning a new Leviathan in each pod.

    Gorgon turrets will ignore non-threats and only fire at threats unless there are no threats. [Example, 6 Zerglings beneath Gorgon. 1 turret fires at each Zergling, no more. There are 11 turrets. If there is an AA unit beneath it, it will fire 1 turret at the one unit, ignoring other units like zerglings]

    Pylon2 opacity won't work. Pylon will no longer become 50% opaque when Phased Out. [On Phase Shift click, Opacity should reverse when clicked again]

    For some reason the Phoenix does not aggro or flee to the Viper Consume.

    If no command is given the Gorgon will flee if damaged. [Related to point defense system. I removed "Flee" from PDS Set but it didn't change anything]

    Viper creates a permanent missile. [Viper consume is now it's attack and the animation will not only infinitely create but it will also never destroy]

    I want the spore crawler to do a zerg building morph to scourge nest. I also want the attack animation to blend back to it's idle state. If the Scourge Nest dies the bleed effects stay in the air and the crater stays forever.

    Posted in: General Chat
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    posted a message on [Data] Working with Turrets (Beginner Difficulty)

    I'm just going to create a bug thread. I'm pretty much done with the map except for several bugs I can't seem to fix.

    Posted in: Tutorials
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    posted a message on [Data] Working with Turrets (Beginner Difficulty)

    Did you mean Weapon: Options? Cause that one has the filter you speak of. The only thing that is checked is "Require Enabled Attack Ability" also the other weapons have "Required Enabled Attack Ability" and "Hidden".

    Legacy Options has entirely different flags.

    Field GorgonCruiserBattery (10) (Basic) Weapon: Target Filters Required: Visible; Excluded: Missile, Stasis, Dead, Hidden, Invulnerable

    Field GorgonCruiserBattery (10) (Basic) Weapon: Options + Hidden, Require Enabled Attack Ability

    Field GorgonCruiserBattery (10) (Basic) Weapon: Legacy Options +

    Posted in: Tutorials
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    posted a message on [Data] Working with Turrets (Beginner Difficulty)

    I'm not sure about your question.

    It has 12 attachment points, 16 turrets and 16 weapons. I'm probably going to reduce it to 7.

    It's basically the Gorgon from the HotS Campaign.

    Friend enlightened me on info I should give you:

    Only one turret shoots at the one stalker and the rest of the turrets ignore the zerglings. It should fire on the Zerglings too.

    Currently all the turrets acquire separate targets if there are multiple targets and I like that. They should probably converge if there aren't enough targets though.

    So if 4 turrets then 2 fire at one and 2 at the other or something. Not just only 1 for 1.

    Posted in: Tutorials
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    posted a message on [Data] Working with Turrets (Beginner Difficulty)

    I have an air unit with a large amount of turrets and weapons. However if there is 1 stalker it will only fire one weapon even if there are 5 zerglings on the ground.

    If there is no stalker it will shoot at all 5 zerglings.

    What can I do to ensure it attacks everything that is not an ally?

    Posted in: Tutorials
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    posted a message on Downloaded portrait; now it is purple

    Thanks <3

    Edit: Yey, it worked.

    Posted in: General Chat
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    posted a message on Downloaded portrait; now it is purple

    How do I move them to Assets/Textures? I'm dumb, I've just been moving them and not putting them in to a folder.

    Once I import those textures, will they automatically apply to the portrait?

    Posted in: General Chat
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    posted a message on Need a writer for your project?

    Hm, last time I offered my skills as a writer I was told that no one would ever need one.

    Posted in: General Chat
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    posted a message on Downloaded portrait; now it is purple

    I downloaded the Leviathan portrait from the campaign and added it to my map and it's all purple now. I assume this is because it is missing it's textures which are also available from the campaign.

    Problem is I don't even know how to BEGIN adding the textures to the portrait.

    Can someone send me in the right direction?

    Posted in: General Chat
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    posted a message on Downloading Campaign Assets

    I don't understand what you're saying. All I want are the assets (models+images) from the campaign dependencies without having to load up the dependencies because they add a lot of stuff to data that I don't need.

    For example if I create an extension mod using melee dependencies I don't have ANY access to the Leviathan unit Assets. I have to load up campaign dependencies for that and if you're creating a melee map that causes a LOT of problems.

    Posted in: General Chat
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