I solved this by making a trigger that initiated at game start:
Player - Make player 0 treat player (Picked player) as Ally
with player 0 being the neutral shop and picked player being the human player in this case.
Then, I went to the unit in the data editor (under the Units category) and went to the Flags and checked the box that said "Share Control," and that made it work.
I can't figure out how to make buttons show up on neutral units since the patch. Before the LOTV 3.0 patch, I had neutral shops and used submenus on the ability command card to display what was for sale even if you weren't in range of the shop. However, since 3.0 this has not worked, and the shop does not display anything on the command card other than "Neutral Unit" when not in range. Is this a bug, or is there another way to achieve the same effect?
This is great to hear! My map that I have been working on for quite some time broke as a result of 3.0 and really needs to be fixed. The Mac version of the editor still has issues that need to be addressed, but it's better than what it was. Thank you for the extension.
Pitfall: I also experience "Test Document, I get an error with this message: Unable to execute '/Applications/StarCraft II WOL/Support\SC2Switcher.app'"
Solution: N/A
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.
Solution: N/A
Pitfall: Warcraft III Data mod files appear to have disappeared entirely and are unavailable for download.
Solution: Wait for Blizz to fix that
Pitfall: Can't pawn items to shops
Solution: Someone mentioned adding an fake empty inventory to shops. I haven't been able to try it for myself due to inability to create tabs in data editor, and being unable to test the map itself.
Pitfall: Actors messed up and some models appear to be stacked on top of a unit. For example, multiple buildings set their actor events to one unit, causing the unit to look awful.
Solution: go through every actor event manually and fix it
Each Missile is a Unit. Find the unit missile for the missile you want to change. Once you do that, go to its actor. The actor would be the Launch Missile actor (or LM for short). In the actor for that missile, search for "model". Change all the models to the banana model and see how it works out. I have made a lot of bug-themed missiles this way.
I don't want to use a dialog based shop. I was looking over the issue again. Is there a way to trigger it such that buttons in a shop are greyed out if a player clicks on the shop further than a certain distance:
For instance, if I am more than 3 range away and I click on the shop, the buttons will be grey until I move closer.
I created an aura that the shop generates and gives a buff to any hero within 3 range. However, it seems that the requirements tab doesn't have a way to check if the clicking unit has the buff in order to make the buttons clickable in the shop. It appears that the "Count Behavior" will only check if the shop has the buff. I thought I was on the right track but now I am not sure how to proceed.
It checks for a buff a player applies just by being near it, so the nearest player will apply the buff and others won't need to, which is where it gets all weird. I don't think it uses "autocast-share-control" since it's a team shop owned by another player (the AI) that has been given shared control and spending of the player's resources. I am trying to figure out a way to make the buttons grey out for everyone out of the purchase range.
I have gotten team shops set up in my map that are owned by the AI, but there is a small issue with the shops that I really am trying to figure out.
I have set the purchase range of the shops to 3. If you are out of range, the buttons are greyed out and you can't click them. However, if an ally is within 3 range and you are not, you can click on those buttons and they are not greyed out. What I want to do is to make sure that even if an ally is using the shop and you are out of range, the buttons will be greyed out for the player out of range.
I didn't know exactly which forum to post this under so I went with this one. I am trying to publish a map on PTR that has WC3 assets. The first time I did it (it took 3 tries) was a success. This time, no go (over 20 times tried). It gives me this error: "There was a temporary error with your request. Please try again in a few minutes."
I am using the PTR editor to publish this. Is anyone having similar issues? What's the "fix"?
I am trying to make an ability (morphing) for a unit that will simply smoothly lower or raise unit's height. The lowered unit will have slightly different properties than the raised one. I know that I have to make two different units for this. I have no experience with morphing things so I have a few questions: will the morphed unit keep the inventory items and exp? What are some good guides for how to accomplish this?
0
@Knallertton: Go
I solved this by making a trigger that initiated at game start:
Player - Make player 0 treat player (Picked player) as Ally
with player 0 being the neutral shop and picked player being the human player in this case.
Then, I went to the unit in the data editor (under the Units category) and went to the Flags and checked the box that said "Share Control," and that made it work.
0
I can't figure out how to make buttons show up on neutral units since the patch. Before the LOTV 3.0 patch, I had neutral shops and used submenus on the ability command card to display what was for sale even if you weren't in range of the shop. However, since 3.0 this has not worked, and the shop does not display anything on the command card other than "Neutral Unit" when not in range. Is this a bug, or is there another way to achieve the same effect?
0
This is great to hear! My map that I have been working on for quite some time broke as a result of 3.0 and really needs to be fixed. The Mac version of the editor still has issues that need to be addressed, but it's better than what it was. Thank you for the extension.
0
Is there a way to make it so that Control + Right Click works? Or is this "workaround" specific to click and drag only?
0
@DudkiSC2: Go
Pitfall: I also experience "Test Document, I get an error with this message: Unable to execute '/Applications/StarCraft II WOL/Support\SC2Switcher.app'"
Solution: N/A
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.
Solution: N/A
Pitfall: Warcraft III Data mod files appear to have disappeared entirely and are unavailable for download.
Solution: Wait for Blizz to fix that
Pitfall: Can't pawn items to shops
Solution: Someone mentioned adding an fake empty inventory to shops. I haven't been able to try it for myself due to inability to create tabs in data editor, and being unable to test the map itself.
Pitfall: Actors messed up and some models appear to be stacked on top of a unit. For example, multiple buildings set their actor events to one unit, causing the unit to look awful.
Solution: go through every actor event manually and fix it
0
Each Missile is a Unit. Find the unit missile for the missile you want to change. Once you do that, go to its actor. The actor would be the Launch Missile actor (or LM for short). In the actor for that missile, search for "model". Change all the models to the banana model and see how it works out. I have made a lot of bug-themed missiles this way.
0
I have remade Battleships for StarCraft 2, heavily inspired by Battleships Pro. I will add more details in the post. Here is a screenshot:
I will add more details to this post soon. You can find this map by searching for EotSS: Battleships.
0
I don't want to use a dialog based shop. I was looking over the issue again. Is there a way to trigger it such that buttons in a shop are greyed out if a player clicks on the shop further than a certain distance:
For instance, if I am more than 3 range away and I click on the shop, the buttons will be grey until I move closer.
0
I created an aura that the shop generates and gives a buff to any hero within 3 range. However, it seems that the requirements tab doesn't have a way to check if the clicking unit has the buff in order to make the buttons clickable in the shop. It appears that the "Count Behavior" will only check if the shop has the buff. I thought I was on the right track but now I am not sure how to proceed.
0
It checks for a buff a player applies just by being near it, so the nearest player will apply the buff and others won't need to, which is where it gets all weird. I don't think it uses "autocast-share-control" since it's a team shop owned by another player (the AI) that has been given shared control and spending of the player's resources. I am trying to figure out a way to make the buttons grey out for everyone out of the purchase range.
0
I have gotten team shops set up in my map that are owned by the AI, but there is a small issue with the shops that I really am trying to figure out.
I have set the purchase range of the shops to 3. If you are out of range, the buttons are greyed out and you can't click them. However, if an ally is within 3 range and you are not, you can click on those buttons and they are not greyed out. What I want to do is to make sure that even if an ally is using the shop and you are out of range, the buttons will be greyed out for the player out of range.
What's the best way to approach this?
0
I didn't know exactly which forum to post this under so I went with this one. I am trying to publish a map on PTR that has WC3 assets. The first time I did it (it took 3 tries) was a success. This time, no go (over 20 times tried). It gives me this error: "There was a temporary error with your request. Please try again in a few minutes."
I am using the PTR editor to publish this. Is anyone having similar issues? What's the "fix"?
0
This is pretty neat. I have a couple of requests, mainly involving ships since Starcraft II seems to lack them.
For instance, an animated model (with just a walk animation) of something like these ships:
And here is a fun one I saw:
I am not sure what they are called, but I think the first two are from Landfall (Mists of Pandaria) and the bottom one is from Northend.
EDIT: Found these that could also be converted but they do not have animations:
0
Or something more conservative like Ashbringer!
The model you made reminds me of Tirion Fordring, so Ashbringer would be a fun sword to go with it
0
I am trying to make an ability (morphing) for a unit that will simply smoothly lower or raise unit's height. The lowered unit will have slightly different properties than the raised one. I know that I have to make two different units for this. I have no experience with morphing things so I have a few questions: will the morphed unit keep the inventory items and exp? What are some good guides for how to accomplish this?