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    posted a message on Hotkeys not working proberly after the new patch?

    I was having the same problem as well as a few others. In the "Buttons" data and for all your buttons, you must set "UI: Hides For Simple Text" to Disabled. This is a result of the new simple command card, so you may want to force that off with a trigger. What I did was a simple "Map Initialization" event and then:

    Player Group - Pick each player in (All players) and do (Actions)
    Actions
    Player - Override Enable Enemy Unit Selection option for player (Picked player) to Enabled
    Player - Override Enable Simple Command Card option for player (Picked player) to Disabled

    The trigger Action is labelled "Override Player Option". This seems necessary even after setting all the hides for simple text to disabled in your buttons. Enemy unit selection is another option blizzard tossed into the patch that disallows players to select enemy units.

    http:www.sc2mapster.com/forums/development/data/49067-hotkeys-disappear-during-the-game-aftter-2-0-4-patch/

    Posted in: Data
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    posted a message on Hotkeys disappear during the game (aftter 2.0.4 patch)

    Your solution worked! The attack button now shows up properly, as well as the hotkeys and buttons that were hidden. I still see the weird message "[] then (mouse left) ground to Auto-Attack" which is there because of the simple command card. I think this new "Simple Command Card" is the source of both of our issues, maybe it's also why certain buttons are just vanishing. I could share my thoughts on what I think of this new "feature" but it would be filled with anger and profanity.

    What I'm curious on, is how did you disable it for all players by default? I can see the option in the Options>Gameplay menu, but how do I force it off for everyone in the map?

    Posted in: Data
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    posted a message on Hotkeys disappear during the game (aftter 2.0.4 patch)

    Yes I am having the same issue, hotkeys are randomly disappearing so far mostly the W key on random units. Also, the Attack button is causing some weird message: "[] then (mouse left) ground to Auto-Attack" which is also covering up other buttons on the command card or removing them, I haven't quite figured it out yet.

    Edit: Scratch that, it's been reported to me that it's not just the hotkey vanishing, but the entire button from the command card. There is no pattern to it, it seems to be random. I have no triggers affecting these buttons, and the data is the same as always, so I have no clue on where to begin....

    Posted in: Data
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    posted a message on Firemaul Wars

    Hello everyone. I told myself I wasn't going to make another tower wars map, but here it is. This is a map I've been working on for about a month now, which I just recently uploaded to the Arcade. It's a remake of my WC3 map Wintermaul Wars: Tournament Edition. While it's still in early beta and is lacking in features compared to WMW:TE, it should be stable enough to start being enjoyed (I hope!). If you find bugs, please report to my email address: [email protected].

    So far there are eight classic races to choose from: Ice Freezer, Forge of Fire, Tech Center, Power Plant, Stone Sanctuary, Earth Gate, Crystal Castle, and Poison Pool. The canon towers have also made a return. I plan on adding many more of the races from WMW:TE in future updates, along with the "Specialty Towers" found in the shop.

    So far there is only one option available to the host, and that is to enable SuperSpeed (or no creep cooldowns after they become ready). To enable this, Player 1 must type "-ss" without quotes. A better implementation along with more game options will be added in the future.

    If your new to the world of "mauls" from WC3 or have never played Mercy TD, the concept of the game is simple.

    • Choose a race from the Race Selection building.
    • Build towers to stop enemy creeps that your opponents send you.
    • Send creeps to your enemies to build income and try to take lives.
    • Last team standing wins.

    Eventually all the goodies such as additional game modes, customization, and rematch will be implemented. I have released the map now because I probably won't have as much time to work on it in the upcoming weeks, only to make small updates. I also wanted to get it out there at least a month before HotS launches, so Feb.01 was my deadline regardless of the map's status.

    TL;DR - It's a WMW clone, go play it, have fun, email me bugs. If you have no clue what WMW:TE was, then you can learn more about it here.

    Posted in: Map Feedback
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    posted a message on [Data] Dynamic Beam Chains (Intermediate Difficulty)

    I used this tutorial to create a healing wave type ability. It works almost perfect except it seems every beam is being created twice. The chain effect is working perfect, but a second beam is created for every beam that extends to the bottom left corner of the screen. I can't figure it out, I've tried everything to eliminate these second beams. Any ideas as to why this is happening?

    EDIT: Can ignore this.. I figured it out. I deleted the create events in the beam actor and everything was as it should be. Thanks a bunch for this tutorial loving the results.

    Bug

    Posted in: Tutorials
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    posted a message on Train Ability Charges

    How I initially set it up is in a pic below. What happens is when that first zealot becomes available, it waits the 60 seconds all over again before replenishing the unit to a 2nd count. After that, the 10 seconds works properly and every unit after that. I've tried moving around every single value, switching time use for start, cooldowns, etc.. But cooldown I realized doesn't work how I want it to. It will start replenishing stock immediately without Time Start. I got it to work the way I wanted to with triggers, but this is an ugly method especially if there ends up being 150-200 of this running at once. Unfortunately I might go with it anyway because the Data option just isn't working...

    Sorry if the bullets makes the post look too long, it's easier to understand it this way.

    • TestTimeTrig
    • Events
    • - Timer - Elapsed time is 0.01 Game Time seconds
    • Local Variables
    • Conditions
    • Actions
    • - Unit - Clear charge regen time for charge Zealot on unit Barracks[1]
    • - Unit - Add 60.0 seconds to charge regen time for charge Zealot on unit Barracks[1]
    • - Aftter 60.25 seconds set charge Zealot on unit Barracks[1] to 10.0 seconds.

    I'm hoping the quarter of a second won't be too noticeable. And the action def to set the delay.

    • SetChargeTime
    • Options: Action, Create Thread
    • Return Type: (None)
    • Parameters
    • - Delay = 0.0 <Real>
    • - Time = 0.0 <Real>
    • - Link <Charge Link>
    • - u = No Unit <Unit>
    • Grammar Text: Aftter Delay seconds set charge Link on unit u to Time seconds.
    • Hint Text: (None)
    • Custom Script Code
    • Local Variables
    • Actions
    • - General - Wait Delay Game Time seconds
    • - Unit - Clear charge regen time for charge Link on unit u
    • - Unit - Add Time seconds to charge regen time for charge Link on unit u

    Posted in: Data
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    posted a message on Train Ability Charges

    I've ran into an issue with the train ability. I'm trying to recreate how goblin camps worked in WC3. A unit would have an initial stock delay, then after that there was a different interval to replenish the unit. It seems like the train ability is capable of this, but it's like bugging out on me.

    In the ability, I have the "Charge - Time Start" set to 60 seconds. The "Charge - Time Use" is 10. Max of 10 charges, uses 1 charge per trained unit. This to me seems like it would take 60 seconds for the first charge to come, and every 10 seconds the unit charge is replenished +1. This is mostly what happens, but for some reason after a unit is trained, it waits 60 seconds again before the 2nd charge becomes available. Then it starts to work correctly replenishing the units every 10 seconds... So, what am I doing wrong here?

    Posted in: Data
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    posted a message on -RELEASED- 3D City Defense 12/12/12

    I'll try to address your concerns best I can.

    Quote from rutegar: Go

    Input lag always makes WASD controls a little clunky, but the lag associated with right-clicking to move the camera around made camera-movement frustrating.

    I wish there was more I could do about the key latency. Most games I don't even notice it, but there are times when I can feel the delay (guess it depends on a good/bad day of bnet). I don't even use the right click to move camera, I always use Q its a lot easier to me. But many requested that the mouse be able to move the camera as well.

    Quote from rutegar: Go

    I noticed that in the video, the minimap shows where your screen is looking; however, when I played it the minimap only showed my unit as a little dot, making navigation very difficult. It was also tough to distinguish my dot from the other dots that were mostly green on the minimap. Perhaps making a player's Hero unit a larger dot would help.

    Hero units will hopefully eventually have minimap icons like bosses do. The minimap field of view was removed for that addition, unfortunately it didn't make it into release. Icons are set in the actor, and I only want them to show for the "controlled" unit, hero or vehicle. I knew if it was possible to enable/disable it would take catalog functions and experimentation, so I left this addition to a near future update.

    Quote from rutegar: Go

    The dialogs and items were very professional-looking but the text was pretty small-I actually had to scooch up to my screen to read what the items did. Unfortunately, the game started so very quickly, I did not get a chance to figure out the inventory/equipment system.

    The tooltips are blizzards standard tooltips, and unfortunately they don't accept text styles (which changes the font/size). The only work around I could think of is create custom dialogs on hover, but that's more work than what it's worth. There's definitely a learning curve, but once you do learn it, you know it forever (hopefully lol).

    Quote from rutegar: Go

    One other thing that was difficult for me was using abilities. I wasn't sure of the range for my attack-perhaps having a range indicator around the Hero like how a sieged tank does in a melee game would help players. Also, some of the abilities felt clunky, mostly because of the orientation of the camera (having to click on the ground was surprisingly difficult).

    That's actually a good idea. I'm not sure exactly how range indicators are done at the moment, but it's definitely something I'll look into. Again try the Q button for camera lock, that frees up having to use your mouse to position the camera and focus it only on clicking. SC2 is limited when it comes to this style of play, but we tried to take every advantage that we could to get the best possible experience with the camera. Of course there's always room for improvement, its a constant struggle to get it to be the "best it can be".

    Posted in: Project Workplace
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    posted a message on Issue with shield item

    I was having this same issue and came up with a rather simple trigger to bypass the issue. I use two item containers: inventory and equipment. Shields have their own item class "Shields". Inventory can hold any item, but has "equip" disabled for all slots. The equipment menu only has one space for item class "shields", so the trigger just detects if anything is going on there and sets shields to 0. Shields will instantly start regenerating from this point on, ignoring the shield recharge delay (which I preferred). If you wanted the delay you could probably use a damage effect action that deals like .01 damage or something unnoticeable.

    In your case you may want to check for the item class instead, since there is no specific slot for the item. This gets a little more complex because you need to use catalog functions. Catalog functions simply pull values from the data editor. You have to jump through a few hoops to get the item class, because the game uses the items "unit" and not the item directly.

    Adjust to what you require. There is no trading in my game, nor picking up items from the ground, so the events like "receives" or "picks up" may be also needed. Some shun triggers for things that can be accomplished in the data editor, but I preferred this method over attempting to apply damaging effects to units.

    Edit: After reading more carefully this approach will probably not be good for you... I use a Halo/Borderlands type shield system (fast recharge with a delay), so this approach may not be ideal if you don't want to set the shields to 0 on swap. More could be done to get the items behavior and check the max vital of shields, subtracting from the units current shields, but its a complex approach that I won't get into unless you necessarily wanted to take that route.

    Posted in: Data
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    posted a message on Alternative to "Unit Dies"?

    Scratch off my last post. After much fiddling and digging around, I finally got it to work! I'm not sure what I changed that fixed it completely, but here is what does work. I'll type up only the relevant fields.

    Behavior: Buff > Damage Response - Chance:1 - Fatal:Enabled - Handled:"The Effect" - Combat Minimum:0.01 - Combat Minimum Clamp:0.01 - Combat Location: Defender

    Effect: Modify Unit > Target Impact Unit: Source

    I tested by killing a hostile unit as player 1. The output of the trigger displayed Player: Hostile, Caster: Zergling, Origin: (Nothing), Source: Zergling, Target: Killing Hero. So this means success! I now have a means to get both the dying unit and the killing unit without using "Unit Dies" event.

    Posted in: Triggers
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    posted a message on Alternative to "Unit Dies"?

    Still nothing happening when the unit with the behavior dies. :(

    I can't figure it out. I posted some screenshots of everything I did. It all looks legit to me, but the trigger is never firing.

    Posted in: Triggers
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    posted a message on Alternative to "Unit Dies"?

    After some reading I discovered the "unit dies" event can be very demanding. Since a lot of units die in my map, I'm trying to create an alternative to using this event at all costs. I seen someone somewhere say something about using a behavior/effect, then detecting the effect with an event. But I'm running into a slight issue.

    If I don't need the killing unit, using a behavior with "Combat: Death Response" and a dummy effect works great. From this point I can use the effect used event. But it has the limitation of not knowing who dealt the killing blow, which is not great. This is useless to me when trying to track how many kills a player has obtained, since you can only retrieve "Caster, Sourge, Target, etc.." from the effect itself.

    So I've been toying with "Combat: Damage Response" hoping this is the solution I'm looking for, if I can at least get someone who killed a unit then great, I can give him a +1 to Kills. But I can't even get it to work, it never fires the effect when I kill something. I've added the behavior to my unit, set the chance to 1, placed my effect in the "Handled" area, checked "Fatal", with Location to "Attacker". This in my head looks right, but the game doesn't think so. I've even tried adding the effect to "Exhausted", tried "Defender" for Location, everything I can think of. The problem is the effect never fires.

    Maybe I misunderstand how Damage Response works. If so can anyone help me out with how I can accomplish this task? All I need is some way to detect a unit killing something and getting the killing unit from it.

    Posted in: Triggers
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    posted a message on (Solved) Actor effect attaching issues.

    Wow, that was actually insanely easy. I was over complicating things, plus I wasn't quite sure exactly where to look and what settings I needed where. Setting the subject field to _Selectable was exactly the solution I needed. The healing effect is now attaching to the source unit and site operations (such as overhead) are working! And just for FYI, it did work with buff one shot. Thanks a ton!

    Posted in: Data
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    posted a message on (Solved) Actor effect attaching issues.

    I can't quite seem to figure out how to attach an actor to another actor when an actor is created through an effect. I'll try to explain what I'm trying to do.

    I have a potion item. You drink the potion, a buff one shot model actor is created with medic heal model when the healing effect starts. But the problem is, it is created at the feet of the unit, and it does not follow the unit. I have tried using a local offset site operation, this allowed me to set the Z to like 1.2 which appears overhead, but the effect does not follow the unit. Plus, different size units using the potion will not quite line up.

    So my question is, how do I attach the healing effect actor to the unit actor drinking the potion, preferably overhead? I have tried just about everything, but I can't figure out how to get the host (the unit who drank the potion), and then attach the heal effect actor. I've searched and searched, read a bunch of tutorials, but none of the information I found seems to explain exactly what I'm trying to do here in way I can translate.

    Posted in: Data
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    posted a message on Hidden Available Ability Points Count

    I know this thread is over a year old, but while searching for an answer to this same exact issue, this is the only post I could find regarding this issue and it seems no solution was posted. For the sake of anyone else searching for an answer to this question, I will post the solution. I'm sure most people won't make this mistake, but heck I did so here it is.

    On the Unit that contains the learn ability, find your way to the "Ability: Command Card+" field. Highlight the cell you set up for your button. It should look something like this:

    Command Type: Submenu - Requirements: None (or whatever) - Command Card: 2-4 (I used 2 for the submenu) - Learn Ability: (Your Learn Ability) - This is where my issue was. Without this field the Learn ability still works but does not display the remaining points.

    Hope this helps anyone who can't seem to figure this out.

    Posted in: Data
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