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    posted a message on Nano repair energy targeting

    I have used the liberty nano-repair as the base and have added the "energy not full" validator to both Auto cast valid and smart validator on the ability nothing seemed to change.

     

    I have also added it to my create healer effect and nothing has changed. Also I have tried the suggested life or energy not full. And finally the units I an testing with have full HP so if a max HP validator was still in play the ability wouldn't cast.

     

    I'm at a loss looking at the data it should work.

     

    Any more ideas would be appreciated.

    Posted in: Data
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    posted a message on Nano repair energy targeting

    I have made a ability that refills a units energy, It is a copy of the science vessels Nano repair with some Fx changes and works as intended apart from not changing target when its current target has full energy.

     

    I have added a new target sort based off the life version nano uses but it has not fixed this problem, If someone could point me towards the data that changes target or realises when a unit can not be healed anymore that would be great.

     

    Thank you for your time.

    Posted in: Data
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    posted a message on Extension mod, there was a temporary problem with your request.

    I have removed voidmulti(mod) and error is gone, I now just have to fix a few bits that have reverted. Although now creep tumours after using their build ability appear to still be unused after construction has completed. But are in their used state while the other tumour builds. :o

    Posted in: Data
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    posted a message on Extension mod, there was a temporary problem with your request.

    Yes, The source of BypassArmorABSet is voidmulti(mod). If I display all sources then balancemulti(mod) also has a version but this is the same for many other data.

     

    Also I have played maps with errors in the message log before and this error doesn't seem to effect gameplay at all, but its unclear if it is causing my "There was a temporary problem with your request" Error.

    Cheers

    Posted in: Data
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    posted a message on Extension mod, there was a temporary problem with your request.

    Hi, I have made a Extension mod editing a lot of data (mostly changing most things back to melee rules) and published it yet when I try and create a game I get this error message "There was a temporary problem with your request. please try again later." Any googling leads to loads of posts of when this error message was effecting ladder, I was wondering if their are any common extension mod problems that cause this? 

     

     Dependencies: (In order)
    Void (campaign)

    void (mod)

    Balance multi (mod)

    Void multi (mod)

     

     The game runs fine in the test map and all my changes work as intended.

     

     I have these errors in my message box within the editor. That I am unsure on how to fix.

     

     

    [9/26/2017 7:33:21 PM] Warning: XML: GameData\EffectData.xml(86,9) : Unable to use index: 8  Source: Mods/VoidMulti.SC2Mod/  Entry: AdeptPhaseShiftRemoveDisablesSet  Scope: CEffectSet  Field: EffectArray[0]
    [9/26/2017 7:33:21 PM] Warning: XML: GameData\EffectData.xml(361,9) : Unable to use index: 8  Source: Mods/VoidMulti.SC2Mod/  Entry: BypassArmorABSet  Scope: CEffectSet  Field: EffectArray[0]
    [9/26/2017 7:33:21 PM] Warning: XML: GameData\EffectData.xml(362,9) : Unable to use index: 8  Source: Mods/VoidMulti.SC2Mod/  Entry: BypassArmorABSet  Scope: CEffectSet  Field: EffectArray[0]
    [9/26/2017 7:33:21 PM] Warning: XML: GameData\EffectData.xml(363,9) : Unable to use index: 8  Source: Mods/VoidMulti.SC2Mod/  Entry: BypassArmorABSet  Scope: CEffectSet  Field: EffectArray[0]
    [9/26/2017 7:33:21 PM] Warning: XML: GameData\EffectData.xml(364,9) : Unable to use index: 8  Source: Mods/VoidMulti.SC2Mod/  Entry: BypassArmorABSet  Scope: CEffectSet  Field: EffectArray[0]
    [9/26/2017 7:33:21 PM] Warning: XML: GameData\EffectData.xml(370,9) : Unable to use index: 8  Source: Mods/VoidMulti.SC2Mod/  Entry: BypassArmorReapplyABSet  Scope: CEffectSet  Field: EffectArray[0]
    [9/26/2017 7:33:21 PM] Warning: XML: GameData\EffectData.xml(371,9) : Unable to use index: 8  Source: Mods/VoidMulti.SC2Mod/  Entry: BypassArmorReapplyABSet  Scope: CEffectSet  Field: EffectArray[0]
    [9/26/2017 7:33:21 PM] Warning: XML: GameData\EffectData.xml(372,9) : Unable to use index: 8  Source: Mods/VoidMulti.SC2Mod/  Entry: BypassArmorReapplyABSet  Scope: CEffectSet  Field: EffectArray[0]
    [9/26/2017 7:33:21 PM] Warning: XML: GameData\EffectData.xml(373,9) : Unable to use index: 8  Source: Mods/VoidMulti.SC2Mod/  Entry: BypassArmorReapplyABSet  Scope: CEffectSet  Field: EffectArray[0]

     Any help would be appreciated ,Thank you.

    Posted in: Data
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    posted a message on Invaild XP requirement

    Hi I'm trying to fix an old map of mine and have been unsuccessful for some time, my hero unit has a single veterancy behavior with 100 levels but at level 59 when the unit is about to level to 60 it jumps to level 0, In testing I have a range of errors as follows:

    USER: Invaild XP requirement for CBehviorVeterancyLevelArray index 40.548365 required but it will be clamped to 524267

    The index part of this error ranges from 40 to 60 and some lines are repeated in the error dialogue.

    In my efforts to fix this iv made a new veterancy behavior and input the exp values manually and yet have the same problem ,it's worth noting that my experience requirements never reach over 548365, this has had me stumped for a while hopefully im just been daft and it's fixable. Any help would be appreciated.

    Posted in: Data
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    posted a message on AI-Player to build structures in certain points or regions

    Hey guys iv just been messing with these triggers but its not working, tho I believe this is because in my map Scv's build my custom structures and for the BUILD buttons to be on the command card an upgrade must be researched.

    Iv used a trigger for the AI to buy the upgrade but its still not building anything. Is there anything else I need to do?

    Posted in: Triggers
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    posted a message on (Solved) Upgrade hides/shows buttons

    Thank you so much for your help all is working as you said ,its now just a case of doing it again and again for each blueprint.

    If you like you can name one of my characters or I can name one after you as thanks! The names up to you but will need a colour after it (e.g Barry blue ,gary grey) or i can have you down as SoulFilcher Silver if you think that sounds good :]

    Posted in: Data
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    posted a message on (Solved) Upgrade hides/shows buttons

    Greetings all ,In my map "Workers standing" I have just added levelling to the players unit and now would like to implement something iv wanted since the start of the project , to add re-playability and team work to the map I want players to earn building blueprint as they level up.

    My idea is to keep it all in the data editor by using upgrades (An area I have not really used in the editor so far)

    Scv command card

    As you can see I have selected the "Select heavy turret blueprint" once the play clicks this it will go to a page of the command card with heavy turrets on , what I want then is for the player to pick one of the selected turrets build button will then replace the "Select heavy turret blueprint" button. How do I go about making the upgrade that replaces the button on command card 1 ,and more to the point is this an Ok way of achieving what I want?

    Edit: The SCV leveling is an experience behaviour not some miscellaneous trigger one.

    If so a step by step would be fantastic.

    that aside any help would be great ,if anything here is unclear please ask.

    Posted in: Data
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    posted a message on Hots style hero and hero panel

    Hey updating this post with an extra question using triggers I have my hero in the hero panel (Top left like in the campaign) but there is no image and there is some sort of odd text under it? where do I set the units image for this display? I looked at loads of Kerrigan's actors and behaviours and cant find anything related to the hero panel.

    Also seen as I'm using hots dependences uploading my map will make it need Hots anyway right?

    Posted in: Data
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    posted a message on Hots style hero and hero panel

    Got it you need "HotS_UnitStatus/HeroUnitStatusFrameTemplate" in the units actor (Basic) Combat: Custom Unit Status Frame.

    Posted in: Data
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    posted a message on Hots style hero and hero panel

    Hi guys where can I find the actor that gives hots hero's their nice permanent HP/energy bar ?

    Posted in: Data
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    posted a message on Blueprint selection using upgrades and/or buttons.

    Hi thanks for your help, sorry for not relying iv been away. Basicy then after trying a few things I'm finding it very hard as these are parts of the editor iv not used could I possibly get a step by step on creating one of these upgrades/buttons that needs the SCV to be level 5? As if I know how to make one I can do all the others just with different buildings and level needs.

    Posted in: Data
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    posted a message on Blueprint selection using upgrades and/or buttons.

    Hey thanks for you help so far but I'm stuck on a few points.

    Where do I find the show Requirements I cant seem to find them in my upgrades effects also is linking all the selection upgrades to an ability a good idea? Like the way Scv-Build works but use a research type instead of build.

    Posted in: Data
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    posted a message on Blueprint selection using upgrades and/or buttons.

    Thanks :]

    I'm using a basic veterancy behaviour WC3-style (Currently Working as I want) and I save the EXP in a bank file. Ill want to be able to set a level requirement (The scv's level) on the selectable blueprints.

    Posted in: Data
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