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    posted a message on Action Causes 'Invalid parameter list' Error

    Edit: Nevermind, but it is interesting that it's not possible to use an 'Arithmetic Operator' Variable in this case.

    Posted in: Triggers
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    posted a message on Record not appearing in Set Variable list

    @JeffQ: Go

    A record is not a variable you can select. You have to create a new variable and select your record there (Type: - Record), so that your new variable "inherits" the different variables you have put in the record.

    Posted in: Triggers
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    posted a message on [Help] Crazy team set up after 2.0.4

    @SoulFilcher: Go

    I have a similar issue. Despite setting the Races in the Player Properties or Game Variants, I always end up with a different Race UI in the game. What has happened since the patch here?

    Edi:I looked into the Left 2 Die Player Properties and Game Variants and thought it has been done correctly there, but no, even there you start with a Zerg UI rather with a Terran UI when playing on Battle.Net (tested it alone). Something seems to be broken.

    Posted in: Miscellaneous Development
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    posted a message on Unused HotS models

    @TheAlmaity: Go

    I'm pretty sure that one Zerg Building is the Primal Sunken Colony, used in one of the Evolution Missions.

    I looked into some of the more outstanding models, but it appears that they lack good animations, some even look pretty ugly and unpolished. I assume that they didn't get finished in time or there was no need to polish them some more, because they decided not to use them.

    Posted in: General Chat
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    posted a message on Unused HotS models

    I don't remember seeing any of these in the HotS-Campaign. Called Primal Corruptor.

    Posted in: General Chat
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    posted a message on Hero Unit Status Frame Template

    @zaysite: Go

    thank you for your assistance. I have managed to find these entries. Now, I don't intend to hide the Life Bar when Shields shall be displayed. It's fine as it is now, but it would be nice to have a bar for the Shield Points, too. It seems like there is actually nothing in the UI-Files referencing Shield Points. Just the Health Bar is altered, that's all.

    I wonder if it's possible to add a Shield Point component?

    Posted in: UI Development
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    posted a message on Hero Unit Status Frame Template

    Hello fellow Mappers,

    as some of you may have noticed while playing the Campaign, Hero Units have a custom Status Bar, called 'KerriganHeroUnitStatusFrameTemplate', found in the Actor settings of the Hero.

    Now, I have been playing around with it and noticed that when you add shields to the Hero via a behavior (like Tosh's Psi Shield), then the Status Bar changes slightly and "tries" to display both the Life and Shield Points of the Hero in one bar, but there is no actual 'bar' for the shields.

    I've tried looking into the Template in the UI-Editor to figure out why this certain thing is missing, but god, I have no idea where to start. So, does anyone know if there is a way to fix this?

    HeroStatusBar

    Posted in: UI Development
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    posted a message on Weird hotkey camera centering issue

    Looking at your minimap (the shape of the visible area of the camera) to me it looks like the Camera does move to the unit that is selected as it should, but the settings of the Camera are different from the usual one.

    Have you by any chance used "Pan Camera" or a similar action in you map before? It's possible that this way you have applied different settings to your game Camera and now it's not working as it should.

    Well, another reason for this could be, like already mentioned, some different settings in the Data Editor related to the Camera. Try to compare these entries.

    Edit: Just saw that you disabled all Camera-related Triggers. Could you tell us what kind of dependencies you are using?

    Posted in: Triggers
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    posted a message on [2.0.4] Apply Camera Object (Speed)

    Alright, so I did some testing with the help of a Timer Window to keep track of the camera's movement duration. If you leave 'deceleration' at 0, then the duration is accurate. But it appears to me that if you use numbers above 0 for 'deceleration', it alters the duration of the movement. The question is: Has it always been like that? I thought that the 'deceleration' and 'velocity' options were just there to manipulate the movement, but not the duration.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on [2.0.4] Apply Camera Object (Speed)

    This happened in a patch long ago and Blizzard did it again: Changing stuff that is going on in the background using Camera Triggers.

    With the newest patch, the Camera using 'Apply Camera Object' now moves much faster (feels like several seconds) to the Target Camera than before and it broke lots of cinematics in my project. Now I'm forced to add 1-2 seconds to all my Apply Camera Object Triggers. Is there an explanation for this?

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Terrain "Hole" under Nydus Worms

    Hi there,

    I don't know if someone has noticed, but under a Nydus Worm the Terrain is deformed in a way that it looks like there is a hole in the ground. I'd like to remove this, but I cannot for the life of me find out how. In the Actor Events or Macros, there is no such thing as "Create Terrain Deformer" etc. Could it be that this effect is indeed attached to the model itself?

    Here is a picture of this effect (I forced the Nydus Worm to play the "Unburrow" Animation, so only the hole is visible): Nydus Hole

    Posted in: Data
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    posted a message on Stupid Slow Editor

    @Karawasa: Go

    I noticed the "stutter", too. For me, it is very annoying to be forced to create an "Anti-Lag-Trigger" at the Initialization to load tons of Units (what is the point of using the "Load Model"-Trigger, anyway? It doesn't do anything for me. There is still lag.) just to remove this stutter-Effect. Why did they change this? It's horrible and annoying and ruins the game experience. It's great when people review your map saying "Omfg lag" just because of this.

    Posted in: General Chat
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    posted a message on Creating One-Shot Actor Animations

    @DieHappy1234: Go

    Have you tried using a "Send Actor Message" with "Animation Play" after the creation of the Actor? This allows you to play a certain animation of the Actor. It seems like that sometimes you need to force them to play the desired animation.

    If you are unsure how their animation is called, look it up in the Cutscene Editor.

    Posted in: Triggers
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    posted a message on Deleting terran drop pods?

    @BiweeklyAaron: Go

    They don't disappear at all? At least, my Drop Pods vanish once the Trigger kills them. Have you changed something in the Drop Pod Unit or Actor?

    Posted in: Miscellaneous Development
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    posted a message on Deleting terran drop pods?
    Quote from BiweeklyAaron: Go

    @Oatin: Go I am indeed using the normal campaign trigger, I tried calling Unit - Kill (Last created cargo unit) and Unit - Kill (Last created unit) right after my drop pod trigger as well, to no avail.

    This is not necessary. Inside the Campaign Trigger there is already a Trigger which kills the spawned Drop Pod.

    Quote from BiweeklyAaron: Go

    @Oatin: Go On further testing, they seem to be only sticking around when they drop in the fog war though. When I use a map cheat it seems to work fine.

    I have suspected it to be an issue related to the fog of war and it seems to be true.

    So, if the Drop Pod spawns in the Fog of War (since it can be seen there) and you move units into the region and clear the fog, the Drop Pod animation stops playing? Need to test this.

    Posted in: Miscellaneous Development
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