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    posted a message on MPQEditor borked after 1.5!?

    @SoulFilcher: Go

    I would edit the galaxy files in the triggerlibs directory with notepad. Then I would open up MPQeditor and put the galaxy files into the triggerlibs directory in my sc2mod file. The scripting is very very very finicky. The tiniest thing it doesn't like and the whole thing won't start so I would have to take baby steps. I started to get the AI rocking and rolling with mass armies and whatnot, now all for nothing.

    Thank you Blizzard for wasting months of my time by locking out... errr, "protecting" yourselves from the modding community. They might as well have posted "you can't mod our game anymore hahaha" on their main webpage.

    Posted in: Miscellaneous Development
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    posted a message on MPQEditor borked after 1.5!?

    That's my problem, I need to be able to get AI scripts working in it too. Worst still, I've been using a main .sc2mod file that was created with mpqeditor that had months of work and custom AI scripts in it, and when the editor loads the map it's just an empty map like when there's a trigger error. I can't even get the AI scripts out to at least salvage the rest of it. Months of work, custom spells, all types of stuff, lost because.... man Blizzard is really pissing me off. If anyone knows a way around this problem please let me know.

    Posted in: Miscellaneous Development
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    posted a message on mpq files protected after 1.5 patch

    Is there any type of editor that will create or modify mpq/sc2mod files that will work with the 1.5 patch? Otherwise how can we insert new textures, models, sounds, AI scripts without any type of MPQ editor?

    Posted in: General Chat
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    posted a message on MPQEditor borked after 1.5!?

    Is there any type of editor that will create mpq/sc2mod files that will work with the 1.5 patch? How can we insert new textures, models, sounds, AI scripts without any type of MPQ editor?

    Posted in: Miscellaneous Development
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    posted a message on (Solved) A problem I've had for a while

    Yeah

    Posted in: Data
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    posted a message on (Solved) A problem I've had for a while

    Alright I got it. I feel stupid about what it was. I just needed to create a second button under the unit being morphed with the copy ability. The reason I didn't initially is because since it was working with the trigger, I thought I wouldn't need the other button and it was just there for function.

    Posted in: Data
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    posted a message on (Solved) A problem I've had for a while

    @DrSuperEvil: Go

    Making the egg uncommandable was a good idea, I don't know why I didn't think of that yet. But I'm still stuck with how the image of the unit the egg is making is gone. The weird part is I have the trigger catching when the new copy of the larva train is triggered, then it creates normal larva that uses the normal larva train command, and in the normal egg there's no unit image. Yet when I just train normally with the normal larva train rather than using the second train and the trigger, it shows the unit image fine. Some type of information isn't being passed on correctly and I'm trying to figure out what and where.

    A question I have that probably relates to the solution to this problem is. Just as how the command buttons are altered by changing the Ability:Command Card+ section, where in the data editor do you have to go to change what is being displayed on the lower center panel?

    Posted in: Data
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    posted a message on (Solved) A problem I've had for a while

    I've created a duplicate training ability for the larva for triggering purposes. The problem is when I train a unit using the copied ability, while training, the egg has no image of the unit being trained (and they're just standard units). I'm also trying to prevent the user from canceling the build from the center window.

    Where do I go in the data editor to make these type of alterations? Any help would be much appreciated.

    Posted in: Data
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    posted a message on A couple AI development questions

    What file do I need to edit to change how the computer lays out its base, like how much distance between buildings or the pattern?

    When you run the "test map" option from the editor what level of difficulty script does it use for the AI? Easy, hard, insane?

    I ask only because the annoying publish map thing gives me document dependency header file errors all the time (randomly) and regardless it's a lot faster to just test the map from the editor rather than logging in, creating game, etc. Also, the script seems magical. What I mean by that is when I changed each zerg script Zerg0.galaxy, Zerg1.galaxy, etc. one by one to see which one the editor's test map uses. I told each one to not call on the techup function (which builds buildings) and removed any build building command references from zerg0 to zerg5, yet the AI will still builds an extractor, a spawning pool, a roach warren, and a hydralisk den after all were edited out. I also tried it on battle.net and with each different skill selected it still built the same stuff. I have no idea what's telling it to build these buildings yet it does.

    How would I start an AI script from scratch, yet keeping all the usual tactical info, requirements, attack info, etc? All I'm looking to do is make different build orders that I can test from the editor but can't even get that started. If anyone has an idea please help.

    Posted in: AI Development
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