I've gotten a number of complaints that buttons on my build menu aren't showing. Specifically Build Barracks and Build Armory. Anyone know what could cause this? They show up perfectly fine on the majority of players though - but enough people have complained about it that I think its a real thing.
Button hotkeys were changed to Q and W. I think the hotkeys work for them but the visual is gone.
Can someone point me in the right direction here? I want one building to be able to train units for all players - using the triggering players resources. Is it doable?
I think I remember someone once made an elaborate trigger -> if player clicks on unit, select hidden unit owned by player that can buy your units. Obviously that adds a little bit of delay and isn't as smooth or clean. Just wondering if there is a better way or if I should mess around with that jazz.
When Drakken Laser Drill dies its corpse just stays there forever without disappearing. How do I fix this so it goes away? I'd rather not use a trigger.
I tried adding an actor event - unit dies -> destroy, but that did nothing.
You could just... try it and see. But in short it copies and pastes the one element you selected, while all the effects / actors and what not stay the same. It actually also keeps the old links rather then linking the new copy pasted unit to the duplicated actors / effects. For units I much prefer copy paste since the actor events get all messed up sometimes on duplicate. You'll also learn a bit more going back through and creating new weapons and crap that you want different for your new unit.
So I want my infestor to be able to auto cast neural parasite while holding their current attack move command and keep on moving. Whenever I enable Transient on the ability - it makes the infestor not able to target anything giving me "can't turn to target" error or something. Other than that attack move auto cast works, original waypoint still shows, but infestor can't move and just sits there after casting.
So my map became wildly popular overnight which is more then I could of ever hoped for. I certainly did not expect it to be this popular at all. However I've had my fill of working on it so I'm wondering if I should release it to the public and let other people mod it?
Few questions I'd like addressed though: If I don't publish the update, will my current version of the map stay out there or can they overwrite it? Actually that's the only question I had.
I'm a little apprehensive because I've had a map stolen, moded, and no credit given to my long hours in the past. I've also seen great maps ruined by people editing them who have terrible concepts of gameplay mechanics. So, anyway, poll time - release it to the public or no?
Ah ty. So it's just renaming that makes it a completely new map? I always wondered about that because I'm always updating my map from different save files.
When I attack move with a bunch of units, medics hang back about a distance of 4 and don't heal the marines up front that are attacking, even though the attack move point is ahead of where they are. How do I fix this?
To be clear I want to make it so medics move closer forward in the formation, not increase the range they look for units to heal. I suppose I could do that as a slapstick fix but its not what I want.
Sorry if this is in the wrong category, I think this is AI or data editor.
So, dumb question but, what happens if I publish and update and set it to Private on my map? Will just the update be private or will my map not be able to be played publicly anymore?
What method do you guys use to bnet test on an already released map that people are playing?
This is probably childs play for someone but, on my map I think a problem occurs when someone leaves or it has to do with a computer allies money but it shares their minerals I think. I buy a 100 mineral turret, I can do it when I have less then 100 minerals, try to repeat, nope need full minerals now, I believe because allies resources are spent. How do I fix this?
I'd like to be able to not spend allies cash. That or is there a good way to show allies cash as a shared resource pool? I suppose I could create a dialogue or window for it but would probably just rather give it to players in the first place. This all assuming is actually allies resources I'm spending.
Sorry for all the posts but I just released my map so on crunch time for bugs. When my Raynor Sniper enters the bunker he can attack just fine but the Bunker doesn't play any attack animation. I'd like it to do the ghost attack animation but don't know how.
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I've gotten a number of complaints that buttons on my build menu aren't showing. Specifically Build Barracks and Build Armory. Anyone know what could cause this? They show up perfectly fine on the majority of players though - but enough people have complained about it that I think its a real thing.
Button hotkeys were changed to Q and W. I think the hotkeys work for them but the visual is gone.
0
Can someone point me in the right direction here? I want one building to be able to train units for all players - using the triggering players resources. Is it doable?
I think I remember someone once made an elaborate trigger -> if player clicks on unit, select hidden unit owned by player that can buy your units. Obviously that adds a little bit of delay and isn't as smooth or clean. Just wondering if there is a better way or if I should mess around with that jazz.
0
When Drakken Laser Drill dies its corpse just stays there forever without disappearing. How do I fix this so it goes away? I'd rather not use a trigger.
I tried adding an actor event - unit dies -> destroy, but that did nothing.
0
You could just... try it and see. But in short it copies and pastes the one element you selected, while all the effects / actors and what not stay the same. It actually also keeps the old links rather then linking the new copy pasted unit to the duplicated actors / effects. For units I much prefer copy paste since the actor events get all messed up sometimes on duplicate. You'll also learn a bit more going back through and creating new weapons and crap that you want different for your new unit.
0
@TaurusCZ: Go
This happens to me too. Ever find a solution?
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So I want my infestor to be able to auto cast neural parasite while holding their current attack move command and keep on moving. Whenever I enable Transient on the ability - it makes the infestor not able to target anything giving me "can't turn to target" error or something. Other than that attack move auto cast works, original waypoint still shows, but infestor can't move and just sits there after casting.
0
So my map became wildly popular overnight which is more then I could of ever hoped for. I certainly did not expect it to be this popular at all. However I've had my fill of working on it so I'm wondering if I should release it to the public and let other people mod it?
Few questions I'd like addressed though: If I don't publish the update, will my current version of the map stay out there or can they overwrite it? Actually that's the only question I had.
I'm a little apprehensive because I've had a map stolen, moded, and no credit given to my long hours in the past. I've also seen great maps ruined by people editing them who have terrible concepts of gameplay mechanics. So, anyway, poll time - release it to the public or no?
0
@TyaStarcraft: Go
Ah ty. So it's just renaming that makes it a completely new map? I always wondered about that because I'm always updating my map from different save files.
0
@GreyHunter4: Go
Ok I lied, that didn't fix crap. Edit, found it, sorta... follow range on the heal ability.
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@Charysmatic: Go
So not helpful but lol. I found the solution. Under the unit stats or flags there's a check box for AI support unit that makes them hang back.
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When I attack move with a bunch of units, medics hang back about a distance of 4 and don't heal the marines up front that are attacking, even though the attack move point is ahead of where they are. How do I fix this?
To be clear I want to make it so medics move closer forward in the formation, not increase the range they look for units to heal. I suppose I could do that as a slapstick fix but its not what I want.
Sorry if this is in the wrong category, I think this is AI or data editor.
0
So, dumb question but, what happens if I publish and update and set it to Private on my map? Will just the update be private or will my map not be able to be played publicly anymore?
What method do you guys use to bnet test on an already released map that people are playing?
0
This is probably childs play for someone but, on my map I think a problem occurs when someone leaves or it has to do with a computer allies money but it shares their minerals I think. I buy a 100 mineral turret, I can do it when I have less then 100 minerals, try to repeat, nope need full minerals now, I believe because allies resources are spent. How do I fix this?
I'd like to be able to not spend allies cash. That or is there a good way to show allies cash as a shared resource pool? I suppose I could create a dialogue or window for it but would probably just rather give it to players in the first place. This all assuming is actually allies resources I'm spending.
0
@Photoloss: Go
You sexy bastard!
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Sorry for all the posts but I just released my map so on crunch time for bugs. When my Raynor Sniper enters the bunker he can attack just fine but the Bunker doesn't play any attack animation. I'd like it to do the ghost attack animation but don't know how.