I can't seem to make my player attributes work. When I playtest in the editor it works fine but it doesn't seem to work when I test on bnet. Anyone else having this problem? Here's my code:
Starting Race
Events
Map Initialization
Local Variables
playerRace = No Attribute Value <Attribute Value>
players = 0 <Integer>
Conditions
Actions
Player Group - For each player players in (Active Players) do (Actions)
Actions
UI - Display ("Player:" + (Text(players))) for (All players) to Subtitle area
Variable - Set playerRace = (WCND - Faction value for player players)
WCND - Create Melee Starting Units(playerRace, players)
WCND - Create Melee Starting Units
Options: Action
Return Type: (None)
Parameters
attribute = No Attribute Value <Attribute Value>
player = 0 <Integer>
Grammar Text: WCND - Create Melee Starting Units(attribute, player)
Hint Text: (None)
Custom Script Code
Local Variables
x = 0 <Integer>
Actions
General - Switch (Actions) depending on attribute
Cases
General - If (Random)
Actions
Variable - Set x = (Random integer between 1 and 1)
General - If (Conditions) then do (Actions) else do (Actions)
If
x == 1
Then
UI - Display "random" for (All players) to Subtitle area
Melee - Create Horde melee starting units for player player at (Start location of player player)
Else
General - If (Horde)
Actions
UI - Display "Horde" for (All players) to Subtitle area
Melee - Create Horde melee starting units for player player at (Start location of player player)
Default
I'm having problem one of my actors. It's the Medic Heal model and its supposed to appear when a unit is being healed. The problem is when I try to give it a Site Operation it disappears unless I use the site operations SOpAttachOriginStationary. Has anyone else had this problem before?
Hello, I keep getting an error when I try to export .m3 models. It says "unknown system exception" whenever export. I'm running 3ds max 2012 x64 on Windows 7. Has anyone encountered this bug?
I have a strange problem with one of my ranged units. It seems to move toward enemy units that is it attacking as if it were in melee. Anyone know what could be causing this problem?
I'm getting a weird bug with the "apply force" effect. I have a unit that pushes other units back with its attack. The problem is that when a unit is pushed once, it works fine. The second time the unit does not change in height and just slides backward. Anyone else have a similar problem?
I'm struggling to understand how to create an alpha channel in photoshop for one of my textures. I know now how to make an alpha channel but not sure how I'm suppose to fill it in. Is there any guide or tutorial for this?
Im having trouble with my revive ability. So Ive got a building that sells 3 heroes ( for simplicity, marine, zergling, zealot) through a "Train" ability. Ive also got a "Revive" ability that has each three revive buttons setup in "Command Buttons." Ive setup so that the top three rows of the command card each have the revive ability side by side.
The problem is that no matter what hero dies, only the Marine shows up to be revived. If all three heroes are dead, all three revive buttons are the marine.
Logically this sounds like the abilities are part of the mod. So not really bug (I think).
The whole point of setting a dependancy to the mod is so you can access the abilities from the map. The problem is, only certain abilites are showing up in the map.
I'm having a wierd bug in my map which uses a mod dependancy. When I use the mod to test the map, units on the map load fine. However when I try to test the map directly, units are missing certain abilities on their command card.
I'm trying to duplicate the Town Portal effect from Wc3. For those who don't know, it's an item that when cast makes the hero invulnerable but unable to attack and move for 5 seconds and then teleports him and nearby units to target building.
What I have is the following, and although the hero does become invulnerable and unable to move and attack for 5 seconds, he and nearby units do not teleport.
Scroll of Town Portal ( Apply Behavior) - Behavior is applied to the casting unit and is made unable to move, attack and is invulnerable. Has a duration of 5.
Scroll of Town Portal ( Search) - When the behavior expires, this effect is triggered. It has an area of 360 degrees and 10 units. Units in the area are targeted by a teleport effect.
Scroll of Town Portal (Teleort) - This is a teleport effect with "Target: (Scroll of Town Portal ( Apply Behavior) )Target Point" and "(None): Target."
0
I can't seem to make my player attributes work. When I playtest in the editor it works fine but it doesn't seem to work when I test on bnet. Anyone else having this problem? Here's my code:
Starting Race
Events
Map Initialization
Local Variables
playerRace = No Attribute Value <Attribute Value>
players = 0 <Integer>
Conditions
Actions
Player Group - For each player players in (Active Players) do (Actions)
Actions
UI - Display ("Player:" + (Text(players))) for (All players) to Subtitle area
Variable - Set playerRace = (WCND - Faction value for player players)
WCND - Create Melee Starting Units(playerRace, players)
WCND - Create Melee Starting Units
Options: Action
Return Type: (None)
Parameters
attribute = No Attribute Value <Attribute Value>
player = 0 <Integer>
Grammar Text: WCND - Create Melee Starting Units(attribute, player)
Hint Text: (None)
Custom Script Code
Local Variables
x = 0 <Integer>
Actions
General - Switch (Actions) depending on attribute
Cases
General - If (Random)
Actions
Variable - Set x = (Random integer between 1 and 1)
General - If (Conditions) then do (Actions) else do (Actions)
If
x == 1
Then
UI - Display "random" for (All players) to Subtitle area
Melee - Create Horde melee starting units for player player at (Start location of player player)
Else
General - If (Horde)
Actions
UI - Display "Horde" for (All players) to Subtitle area
Melee - Create Horde melee starting units for player player at (Start location of player player)
Default
0
It was a Quillboar character, and it even happens with a custom .m3 model.
0
I'm having problem one of my actors. It's the Medic Heal model and its supposed to appear when a unit is being healed. The problem is when I try to give it a Site Operation it disappears unless I use the site operations SOpAttachOriginStationary. Has anyone else had this problem before?
0
<<quote 1092760>>
@Roar_Man: Go" That's the worst error you've encountered: it says nothing :/ What .m3 file are you importing? "
It happesn when I try to export a WoW model. The exact messege is "Unknown System Exception" and points to this piece of code in max script:
akey.stcInd = M3E_findSTCframe akey.frame
0
Hello, I keep getting an error when I try to export .m3 models. It says "unknown system exception" whenever export. I'm running 3ds max 2012 x64 on Windows 7. Has anyone encountered this bug?
0
I have a strange problem with one of my ranged units. It seems to move toward enemy units that is it attacking as if it were in melee. Anyone know what could be causing this problem?
0
Yes, the two effects are in a set. The problem is that the height only applies once per unit while the force is working fine.
0
I'm getting a weird bug with the "apply force" effect. I have a unit that pushes other units back with its attack. The problem is that when a unit is pushed once, it works fine. The second time the unit does not change in height and just slides backward. Anyone else have a similar problem?
0
Ok thanks for the replies guys! I didn't realize it was that simple :P
0
I'm struggling to understand how to create an alpha channel in photoshop for one of my textures. I know now how to make an alpha channel but not sure how I'm suppose to fill it in. Is there any guide or tutorial for this?
0
Im having trouble with my revive ability. So Ive got a building that sells 3 heroes ( for simplicity, marine, zergling, zealot) through a "Train" ability. Ive also got a "Revive" ability that has each three revive buttons setup in "Command Buttons." Ive setup so that the top three rows of the command card each have the revive ability side by side.
The problem is that no matter what hero dies, only the Marine shows up to be revived. If all three heroes are dead, all three revive buttons are the marine.
0
The whole point of setting a dependancy to the mod is so you can access the abilities from the map. The problem is, only certain abilites are showing up in the map.
0
I'm having a wierd bug in my map which uses a mod dependancy. When I use the mod to test the map, units on the map load fine. However when I try to test the map directly, units are missing certain abilities on their command card.
0
Thanks for the help but I can't seem to get it to work. I think it'll be easier just to trigger it.
0
I'm trying to duplicate the Town Portal effect from Wc3. For those who don't know, it's an item that when cast makes the hero invulnerable but unable to attack and move for 5 seconds and then teleports him and nearby units to target building.
What I have is the following, and although the hero does become invulnerable and unable to move and attack for 5 seconds, he and nearby units do not teleport.
Scroll of Town Portal ( Apply Behavior) - Behavior is applied to the casting unit and is made unable to move, attack and is invulnerable. Has a duration of 5.
Scroll of Town Portal ( Search) - When the behavior expires, this effect is triggered. It has an area of 360 degrees and 10 units. Units in the area are targeted by a teleport effect.
Scroll of Town Portal (Teleort) - This is a teleport effect with "Target: (Scroll of Town Portal ( Apply Behavior) )Target Point" and "(None): Target."