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    posted a message on [Map] So I heard you wanted more melee maps...

    ...And so I made this. Its a regular melee map, 4v4, and it is themed after the Storm Peaks in WoW. There are minor differences from a melee map, such as certain "critters" that you may encounter on the map are hostile and will attack your units if you get to close. They can be easily dealt with, so they're more of a random annoyance than a hampering problem. They're not very common, just one here and there guarding rich expansions. In addition, the map's fog of war is dark. You cannot see unexplored areas at all. This is to simulate the ongoing blizzard on the map and its effect on your radar. It also makes expansions a bit of a treasure hunt to find (not a very hard one), which sort of adds to the fun.

    There was a lot more decoration I wanted to incorperate, such as more Vry'kul arcitecture but I began to have severe texturing problems with certain imports that sort of went rabid and took out all my other custom decor, so I had to settle for a limited amount of custom doodads and the like.

    If you wish to test this map, Simply download the map and its dependancies. Open the map, and re-attach the dependancies by browsing to where ever you saved them on your computer.

    And now for cheesey back stories.

    "This is ridiculous, what could possibly be so important on this back-water planet, our radar doesn't even work properly here! More Xel'naga wild goose chases...I can't believe it. We don't even know if those signatures belong to Xel'naga constructions, could just be a bunch of magnetic rock or something. And just what was that deep yelling in the distance? It was almost indistinguishable from the constant thunder. Don't even get me started on the constant thunder... All I know is, the sooner we pack up and get off of this god-forsaken glacier the better. Hell has truely frozen over..."

    Posted in: Map Feedback
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    posted a message on Chronicles of Azeroth

    This looks exciting! I hope you do WCIII and Frozen throne. :)

    Posted in: Project Workplace
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    posted a message on Imported model textures
    Quote from Forge_User_83057911: Go

    don't care, in game they will work, and if you reopen the editor you will se them correctly too. For me it hapenned 5-6 times, but always became correct :)

    False! On all tests so far, none of the models have been textured. In addition, after being published several times, they still don't work in-game.

    I've tried doing them through dependancies as well, but that didn't work. Interestingly, the map "couldn't create that model" for ALL my custom models when I used a dependancy, so I had to re-attach them to the original map.

    I now have a dependancy for the models AND the actual models on the map, so the map can access the model from TWO different places and still can't seem to put the textures on the dang models.

    I'll post the map in a second.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Imported model textures

    I've made several maps since SC2 came out using imported models with imported textures, and today I decided to start another one.

    Suddenly, no matter what you do, no matter what order you import things in, no matter how many times you save or restart the program, imported models will no longer apply their textures to themselves.

    All models, including models from previous maps who have worked in the past, have suddenly stopped applying their textures to themselves. Is anyone else having this problem? I fear publishing updates to maps incase I break all my previously-working models. ._. This problem is spanning across all my maps. I'm tempted to reinstall the galaxy editor.

    I'm importing models from WoWmodelviewer. Its doing it with all models, no exceptions. :(

    EDIT: Attached map + dependancies.

    1)Download map, stick it somewhere you can find it. Do the same with the dependancies.

    2)Open the map, delete the dependancies. Close the dependancy box.

    3) Re-open the dependancy box, re-attach both dependancies. Close the dependancy box.

    4) Save. Do this every time you open the map, because it will tell you the dependancies aren't loading every time you open the map.

    Things that are still not working: All 4 Vry'kul, and the Protodrake. I managed to get the lamp posts and the banners working (somehow?) they just started working when I put them into a dependancy (although this had failed many times before).

    The background for the loading screen is not functioning. This is held in dependancy 1, along with the banner and lamp post. Its texture, similar to the Vry'kul, simply does not function.

    Also, if anyone wants to fix the axe attachment that is currently sticking out of the Vry'kul Battlemaiden, Mountaineer and Peakstalker's wrists, go for it. I'll do it myself if not, I haven't had time to really do the weapon as the glaring white models are a bigger issue (to me at least). Thanks guys!

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on It just won't load D:

    UPDATEUPDATEUPDATE:

    Apparently this issue is far more widespread than I thought. I got a pm from Blizzmaps saying that the issue is known and is a bug that will be fixed in the next patch.

    Also, an apparent work around is to disable ability requirements of custom units.

    Another update:

    Patch didn't fix it. :c And disabling ability reqs does nothing.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on It just won't load D:
    Quote from Hobrow: Go

    Did you check for any infinite loops you might have made in the data editor? Like a buff that has an effect that applys itself. I first thought you might have made some strange triggers but you sad you deleted them and it's still not working, but after deleting your units. Did you delete them in the data editor or only the ones that were placed in the terrain? If it works with no units in the terrain, try lauching the game and then add each unit one by one using blizzards build in dev commands. If not, I have no idea.

    Deleted them in the data editor. There are no units on my terrain except a critter here and there, and in one instance (not sure if I mentioned in my OP) I cleared the map of all units, doodads, and all points except one starting location and it still would not load.

    I'm not sure about infinite loops. Very few of my heroes have behaviors. One is a cliff jumper (like a reaper) and has a pylon power field around him, he has always functioned (although he is only a few weeks old). My older 4 heroes do not have any behaviours.

    My newest hero has a behaviour that reduces his chance to be hit by attacks by 20%, I thought maybe this was the issue so I removed it from him; alas, it did not work.

    Taco, This method did not work. :( I tried it on fullscreen which is what I usually use, is it not supposed to be on fullscreen?

    Also, I am uploading my map (and dependancies) to this thread,hopefully someone can download it and see if they can figure out the issue. I'm at my wit's end.

    Thank you for your help so far guys. Very appreciated.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on It just won't load D:

    Hey there, I hope this is the right area to post this.

    I have been working on a map on and off for about 4 or 5 months now, and suddenly out of nowhere and for no particular or discernable reason, I can no longer use my map. When I try to test it or publish it and run it in-game, the loading bar of the loading screen journies to the end, gets about 29/30ths of the way there and then stops. And doesn't move. And will not move, ever.

    I have to ctrl+alt+del out of Starcraft II and end task on the not responding program. :\

    My map isn't too complex, either, I have a bunch of triggers, and 6 custom units. Interestingly, I successfully tested the map about 2 days ago, have made very few changes since, and now I cannot test it at all whatsoever.

    I have tried deleting all the doodads on the map, flattening the terrain, deleting all triggers, etc. but none of that works.

    The only thing that seems to work is if I delete all of my custom units (every single one) which is strange, because I've had them all up and running when I've tested before. Furthermore, I've got another map in which I have 13 units, all with their own abilities, triggers, custom models and sounds and that map works like a charm but is about 4 times as complex.

    So I'm sitting here, very confused and a little frustrated. Does anyone know why this happens or if there is a way around it?

    This is what task manager has to say: Description: A problem caused this program to stop interacting with Windows.

    Problem signature: Problem Event Name: AppHangB1 Application Name: SC2.exe Application Version: 1.3.5.19132 Application Timestamp: 4e0d20fb Hang Signature: 16a0 Hang Type: 2048 OS Version: 6.1.7601.2.1.0.768.3 Locale ID: 4105 Additional Hang Signature 1: 16a09125e4e6fb6802b137d84da6a341 Additional Hang Signature 2: fd75 Additional Hang Signature 3: fd754c38eaa7eedac6c601cabbfbe086 Additional Hang Signature 4: 16a0 Additional Hang Signature 5: 16a09125e4e6fb6802b137d84da6a341 Additional Hang Signature 6: fd75 Additional Hang Signature 7: fd754c38eaa7eedac6c601cabbfbe086

    Wondering if that'll help anyone. Thanks for any consideration.

    EDIT: Attached the map. Note that I have removed a dependancy, it is only graphical. The map still won't load with or without it, so it is inconsueqential and has only been removed because I lack the ability to unlock it (as I like the local file, forgot to back it up when I reformated the comp, I'm super smart) and without it unlocked nobody can open the map but me.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Make it stop D:

    Yeah, absolutely nothing I try is even remotely working I'm not particularly sure what to do other than just scrap yet another ability due to little things being impossible to solve. ._.

    Posted in: Data
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    posted a message on Make it stop D:
    Quote from Telthalion: Go

    @garrawr: Go

    I honestly didn't even read the thread before that point. I was just commenting on the one post about behaviors not having a Stop - they use Off to detect when they're removed.

    But while I'm looking now, you might try a "Behavior.MindControl.Off -> Destroy".

    Didn't work either. :C

    Posted in: Data
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    posted a message on Make it stop D:
    Quote from SouLCarveRR: Go

    @Telthalion: Go

    you could possibly set the actor to be destroyed when it is orphaned?

    It looks like thats already in there but I'll see if I can get it to run. Its greyed out by the looks of it. You can see the "ActorOrphan -> AnimBracketStopBSD" in there but.

    Posted in: Data
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    posted a message on Make it stop D:
    Quote from Telthalion: Go

    @garrawr: Go

    Behavior.YourMindControlBehavior.Off

    RAGE

    Nope, thats a no go.

    Posted in: Data
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    posted a message on Make it stop D:
    Quote from RCIX: Go

    Add the following event:

    Behavior.YourMindControlBehavior.Stop \ AnimBracketStop BSD Which will force the animation to finish, then automatically destroys the actor via the AnimBracketStop > AnimName BSD \ Destroy event.

    There is no subname "stop" for the behavior event. Is there another option? D:argh

    Posted in: Data
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    posted a message on Make it stop D:

    Hey all, How was everyone's Easter Friday? Did you get down and have fun fun fun fun?

    ...Anyways, I have an ability that essentially mind controls and I got its impact effect to stay persistantly while the unit is mind controlled. I wanted this to happen.

    However, when the unit dies, the animation of the mind controlled impact effect persists even after the host has long sense disappeared, leaving a rather awkward mass of tenticals floating where the dead unit used to be.

    Now, I'm pretty sure I stop this in the events section of the effect, but I'm not sure how to go about doing this. Can anyone give me some hints or even show me what to put in it? Thanks.

    PS: Here is a screenie of the events tab. Cordyceps Ability... Y U NO DIE WHEN HOST DIES D:

    Posted in: Data
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    posted a message on Recreating the stone zealot from the campaign
    Quote from Forge_User_59026135: Go

    @garrawr: Go

    open > Campaign ?!^^

    Damn you're faster than my edit! I edited it to something else cause I was like "opens... oh look there they are. Derp. *hasn't noticed before*"

    Its really hard to tell with their triggers how they did it. They don't seem to have a set behaviour or anything. I may work around this by just having the statues pop out of the ground instead. Believe it or not, thats easier. xD

    Posted in: Data
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    posted a message on Recreating the stone zealot from the campaign
    Quote from DrSuperEvil: Go

    You can apply buffs that change the state flags of the unit making them Unselectable, Untargetable and Uncommandable. As for the freezing their animations you just ened to set the time scale to the minimal value for them to freeze them. They may do it differently in the campaign but that method would also work and would not require any triggers. You could give the stone zealot paralysis buff a periodic search area effect that when it detects enemy units nearby it removes the buff from the stone zealot.

    Clever. I will try this.

    Quote from Qancakes: Go

    You can open up the campaign map and see how they did it there.

    Having trouble finding how they did it on the map. D: /nub

    Posted in: Data
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