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    posted a message on Custom Maps not working in SC2 Editor

    I did uninstall/reinstall: same problem.

    Posted in: General Chat
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    posted a message on Patch 3.0 Map-Maker Troubleshooter Thread

    I confirm: I was just able to publish a Map in Europe but it failed in the US (Transmitting Header File - Failed, : Error "variant definitions could not be validated").

    Pitfall: There are bugs when I play my published map online that do not exist when I open it locally (with "Test Document" from the editor).

    • "Uncommandable" units are actually uncommandable locally, but I can control them in my map online. They seem to have lost the flag, since some triggers and spells that should not target them do.
    • Online, a weird square appears at the top of my map (cf joined image)

    Solution: I guess only blizzard folks can do something against these inconsistencies

    Posted in: General Chat
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    posted a message on Patch 3.0 Map-Maker Troubleshooter Thread
    Quote from Stormahawk: Go

    Pitfall: (Possibly a Mac only issue) - Unable to create new tabs in the data editor. For example, if I want to open the Effects tab in the Data editor and it is not currently open, nothing will happen. This makes working on my map impossible.

    I have the same issue (Mac user).

    Solution: More of a workaround, but instead, you can open data tabs from the menu at the top of the editor, under 'Data'. This works for me.

    Posted in: General Chat
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    posted a message on Patch 3.0 Map-Maker Troubleshooter Thread

    We are a quite a few Mac users with the test Document not working (also known as Error: Unable to execute '/Applications/StarCraft II/Support\SC2Switcher.app'). This almost completely prevents all mac users from using the editor.

    Just wanted to mention there is a separate thread for this specific issue here: @Yeowolf01: Go

    Posted in: General Chat
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    posted a message on Custom Maps not working in SC2 Editor

    Hey, I am a Mac user and I also have this issue. I am running the new OS X El Capitan (I don't think this influences the battle.net app compared to Mac OS X Yosemite).

    The behavior is different whether Starcraft 2 is already running or not, but Test Document won't work either way. I'm posting more details about the bug here to help any blizzard developer working on this issue.

    Situation A: Starcraft 2 not running

    I launch the editor without opening the game. After I open any map (even the simplest one with nothing) with the editor and then Test Document, I get this error:

    Error: Unable to execute '/Applications/StarCraft II/Support\SC2Switcher.app'

    Now, I tried different things with system permissions:

    • allow anyone to execute/read/write the SC2Switcher.app
    • allow read/write on all files in the Starcraft 2 folder (at some point I had a message where it could not write to Test/EditorTest)

    This didn't change the problem.

    Situation B: Starcraft 2 running

    When I try to Test Document with Starcraft 2 running, nothing happens. (The only thin that happens is the Terrain window get minimized, which we can configure in the editor Preferences->Test).

    I tried to open the game in 3 different ways:

    • "play" from the battle.net app
    • open the Starcraft 2 app
    • open the SC2Switcher.app (to do so, go to /Applications/Starcraft2/ then right click the "Support" folder and "Display package contents". This app is in the contents.) It actually launches Starcraft 2.

    All 3 ways have the same behavior (nothing happens).

    Edit: these posts in the main thread about patch 3.0 editor bugs mention the same problem:

    Posted in: General Chat
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    posted a message on [Solved] Help with spell cursors

    Thanks for the help !

    Posted in: Warcraft Modding
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    posted a message on [SOLVED] creating units on offset

    That help me too! 5 years later haha :)

    Posted in: Data
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    posted a message on [Solved] Help with spell cursors

    Hmm never-mind, I guess it was the Abil.*.Cursor that occurred for every ability.

    Posted in: Warcraft Modding
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    posted a message on [Solved] Help with spell cursors

    I had a little bug. My cursor scales with the search area radius now. However, I still have the other cursor from the war3 race on top of it. How can I get rid of it?

    Posted in: Warcraft Modding
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    posted a message on [Solved] Help with spell cursors

    Hey,

    I'm building a new ability with and AOE and I'd like to show the area of effect using a cursor. I set the ability's "Cursor effect" to my search area.

    When I do this by creating a new ability from scratch, no cursor is shown. I followed tutorials and created a "splat" actor (child of cursor splat) that will show only when my ability is on 'cursor'. But the cursor doesn't scale with the search area radius (what is said in wiki http://www.sc2mapster.com/wiki/galaxy/data/actors/type/splat/ seems wrong). When I change the model's maximum scale, the area shown is always the maximum scale (and not the area radius)

    When I do this by copying a spell, my cursor takes the model of my race, and I don't want that (I want the same cursor whatever the race). I tried to understand how the cursors are working in your war3 mod but its still obscure to me. What part links for instance the Archmage's Blizzard ability to the actor named "War3_AbilCursor" ? How does this one scale correctly? (I saw its type is Model and not Splat).

    Posted in: Warcraft Modding
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    posted a message on Increase performance of Warcraft mod

    Go to the data editor, then the units tab. Find your rifleman unit. There is a stat called: "Death Time".

    This is how long the unit will stay in the game after it dies. If you want to use spells that need corpses (necros and spirit walker spells for instance) I suggest you don't put this stat to 0 directly.

    I don't know exactly what happens to a unit that is referenced in the triggers. During the period when its dead it will point to the right unit, but I think after the dead period your reference will point to "No Unit".

    Posted in: Warcraft Modding
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    posted a message on [Solved] How did you implement the tauren pulverize / critical strikes?

    Thanks a lot of the help!

    I was able to find the AwarController behavior, and in its "Modifications+" see that "Pulverize" was in the Disabled Behaviors. Removed it from the disabled behaviors and it now works. I just needed it to work now.

    Posted in: Warcraft Modding
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    posted a message on [Solved] How did you implement the tauren pulverize / critical strikes?

    Hey, I have this weird bug: my Taurens have pulverize, but when they trigger it against an uncommandable enemy unit (I allowed it) then they loose their "pulverize" ability. New taurens still have it, only until they trigger it against the same kind of enemy. It seems weird to me because this is supposed to be a permanent behavior and I couldn't see a place where it gets disabled.

    I saw that the Pulverize behavior improves crit chance by 0.25 and I saw how otauCrit applies this damage in an area, but I can't see how the otauCrit effect is ever applied (no link from the weapon to it). Can you help ? I don't know what effect otauCrit has besides this damage, but it seems to disable the pulverize behavior on my Taurens...

    Note: - my Tauren are also uncommandable themselves - they keep their pulverize behavior when attacking regular enemies like creeps

    Posted in: Warcraft Modding
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    posted a message on [Tech]War3 Mod Targeting/Classification Filter Mapping Convention

    Thank you so much for writing this!! This is extremely helpful when building a map with your war3 mod.

    Posted in: Warcraft Modding
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    posted a message on How to hide AI Players in the Lobby?

    Ok, thanks,

    I guess I'll just have to have them show up in the lobby!

    Posted in: Data
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