• 0

    posted a message on How Do I Transfer Data From One Map To Another?

    Okay ive done that but what files are the Data information? The ONLY thing i need replace in the second map is the Data, triggers and terrain MUST stay the same.

    Posted in: Data
  • 0

    posted a message on How Do I Transfer Data From One Map To Another?

    I have a map with a tutorial, and i want this tutorial to have all of the same data the main game has. Since i dont want to have to create every new unit twice i'd like to know how i can transfer one map's data to another's.

    Posted in: Data
  • 0

    posted a message on Guardians of the Obelisk(Needs Feedback)

    Okay ill try get something done about that tomorrow.

    Posted in: Map Feedback
  • 0

    posted a message on Galaxy Editor Wont Find Any Of My Maps For A Tutorial

    What? No this has nothing to do with mapster, im talking about the option to add a tutorial to your own Battle.Net submitted map. You can either use the current map with a different variation, or attach a new map file to it. Since i created the tutorial separately i want to attach it to my current one.

    EDIT: I should mention that maps do show up, just not MY maps.

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on Galaxy Editor Wont Find Any Of My Maps For A Tutorial

    As a Band-Aid i simply put the link to the tutorial in the description but it feels messy, id really like to know how to attach a tutorial map to another map, the list of tutorial maps wont show any maps.

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on Galaxy Editor Wont Find Any Of My Maps For A Tutorial

    Im trying to attach a seperate map as a tutorial for another one, but when i try populating the list of maps it never finds any results.

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on (Closed) There A Way To Check If Player Owns A Unit From Unit Group?

    Sorry about wasting this post but i discovered how to do it myself, so if someone in the future needs to know this, im placing a snippet of the condition below.

    Condition

    Posted in: Triggers
  • 0

    posted a message on (Closed) There A Way To Check If Player Owns A Unit From Unit Group?

    I'd like to know if theres a way to check if a player owns any units in a unit group?

    Posted in: Triggers
  • 0

    posted a message on Marauder Attack Launch Wont Stop Launching from (Right Arm)

    Here's a screenshot of the problem.

    Screenshot

    Posted in: Data
  • 0

    posted a message on Can Dropped Items Be Owned By The Dropping Player

    The inventory is data based which is what i prefer since youre managing 4 units with inventories. That info may be useful though, ill look into it.

    Posted in: Data
  • 0

    posted a message on Marauder Attack Launch Wont Stop Launching from (Right Arm)

    The default method is "AMfilterweapon00", that is the same method used for the ghost's attack so i dont think thats an issue.

    Posted in: Data
  • 0

    posted a message on Marauder Attack Launch Wont Stop Launching from (Right Arm)

    Im using a Marauder Punisher Grenades duplicate on a Ghost duplicate, and the first attack launch is ALWAYS from the nonexistent right arm. When this ghost begins to attack with the marauder weapon, the very first attack is launched from the right arm offset, then successive attack launches are from the rifle the ghost holds. Why is this happening? I tried fiddling around with host site ops and there was zero change.

    Posted in: Data
  • 0

    posted a message on Can Dropped Items Be Owned By The Dropping Player

    Is it possible to have items that are dropped out of a inventory be owned by the player that dropped the item. Example:

    Unit owned by player 1 drops a item initially owned by player 0(or any other player but default ownership is neutral).

    Unit/Item that is dropped is owned by the player of the dropping unit.

    EDIT: Also i know this can be done through triggers but data would be more consistent and clean.

    Posted in: Data
  • 0

    posted a message on (Closed)Pawn Ability Half Working...

    For some reason a pawn ability I have on a unit only works when you approach it, THEN drop the item on it. For some reason when you try dropping/selling the item to it from a distance the items sell value isn't given(but the item is given and destroyed. Here's more detailed explanation:

    - Pawn/Shop Unit is neutral by default so i use a interact ability to gain control of it.

    - Pawn ability only gives the resource value of the item you're selling if you have control of the Shop prior to setting the command to drop the item into the Shop's inventory.

    - - If you drop the item into the Shop's inventory AFTER you gain control, it works perfect.

    WHY IS THIS HAPPENING!?!?

    Posted in: Data
  • 0

    posted a message on "Active Crystals" duplicate only working on one unit/item.

    Okay i've solved the issue, its not pretty and if someone has a better solution i'd like to see/hear it.

    Here is the entire situation/solution:

    - I have 3 classifications of items, each has their own "highlight" effect which is just the active crystals animation with different tints.

    - Two of the highlight actors werent following the position of their items, until i learned that the third one wasnt either except for the one item.

    - I reset the Host and Host Site Ops to default and they all functioned properly, however the highlight animation would also follow the unit holding the item in their inventory.

    - To fix this, I had to change the "Host" settings in the actor to only attach to the exact actor of that exact item, but all my items has their actors.

    So overall the animation is working fine, but now i have to create a highlight actor for each and every item regardless of its classification. If theres a way to do this without creating so many actors i'd love to know how that can be done.

    Posted in: Data
  • To post a comment, please or register a new account.