• 0

    posted a message on My mod data won't update

    I've restarted my computer a couple of times, and it's still doing it. The only way I can get it to use the new data is to either a) use a trigger to restart the map (Using the F10 menu to restart doesn't work, only a "next map" trigger) or b) set the map I'm working on as the "Test Document" in Preferences and then test the mod, not the map.

    Anyone else have any other ideas?

    Posted in: Data
  • 0

    posted a message on My mod data won't update

    Okay, I've been trying some things, and I don't think it's that.

    I closed and reopened the map several times (I even restarted the computer once) and nothing worked.

    I even created a WHOLE NEW map, using the mod as the only dependency, and it still was using the "old" data (even though in the map's data editor the "new" data was displayed)

    I made a trigger that sets the next map to itself and ends the game in victory, and IT WORKS. So for some reason the game itself is stuck on the old version of the mod.

    Posted in: Data
  • 0

    posted a message on My mod data won't update

    How do I do that? I don't think I've ever had to do it before. It always seemed to update automatically.

    Posted in: Data
  • 0

    posted a message on My mod data won't update

    I'm building an RPG that takes place across several maps, and the large amount of customized data is stored in a mod. I took a break from working on it for a few months, and after returning to it I found that I can't change any data any more.

    When I make a change to something in the mod (change the hero's HP, for example), save, and then open up one of the maps, the data editor reflects the change, but when I click on "test document" it's using the old data.

    Is this some kind of bug? Or does it have to do with the latest patch or something?

    Posted in: Data
  • 0

    posted a message on What does "Directory is not empty" mean?

    About 1/4th of the time when I click on "Save" in the editor I get a message like this:

    [12/30/2011 4:22:03 PM] Error: Unable to remove directory 'C:\Program Files (x86)\StarCraft II\......\LocalizedData\' System Error: The directory is not empty.

    If I click the save button again it works fine, but is this something I should be worrying about?

    Posted in: Miscellaneous Development
  • 0

    posted a message on building not showing up on scv command card

    There are 2 places where there can be a requirement. In the command card, but also in the build ability.

    Posted in: Data
  • 0

    posted a message on Different detector levels: possible?

    So, I was wondering if it's possible to create different "levels" of detectors and cloaks, for example a level 1 detector can't see a unit with a level 2 cloak, but a level 2 detector can see the unit.

    I know it's possible to have detection filters, to make a detector only see Biological units, for example, but is it possible to have levels, too?

    Posted in: Data
  • 0

    posted a message on Carrier lags the game.

    I think a Carrier can attack (or rather, have its interceptors attack) outside of its sight range if the target is spotted by another unit and within the interceptor's leash, correct? So even if the carrier has minimal sight range, with a very large interceptor leash it will still be scanning every unit the player can see.

    Posted in: Data
  • 0

    posted a message on To Infest and Consume

    Sounds pretty good. Will the assimilated abilities be permanent, or will you only be able to hold onto 1, and when you assimilate another unit type you lose the first ability?

    Posted in: Map Suggestions/Requests
  • 0

    posted a message on Upgrading unit 'a' to unit 'b'

    I just used the original actor for the Commando unit.

    Under "Create" the field you use is Name. Be sure the Type is set to Actor.

    It does take some adjusting. If you don't get it just right several different things can happen. I've had models not appear, also I've seen it create the new model on top of the old one, or create 2 copies of the new one. Just mess around with it until it works.

    Here's a tutorial that can explain it much better than I can:

    http://forums.sc2mapster.com/resources/tutorials/1198-data-unit-upgrading-into-another-unit/#p7

    And a slightly more advanced one:

    http://forums.sc2mapster.com/resources/tutorials/11028-tutorial-data-misc-how-to-morphing-shapeshifter-druid/#p17

    Posted in: Data
  • 0

    posted a message on Trying to make a planetary fortress fly....
    Quote from Shawn91210: Go

    Cargo is in the unit itself. Would be a field called cargo size iirc.

    Cargo capacity is in the Transport ability. For the CC it's called "Command Center - Load/Unload (Command Center)"

    There are 3 fields you need to change, called:

    Stats - Cargo Count Maximum
    Stats - Cargo Size Maximum
    Stats - Cargo Space Maximum

    You'd need to change both Count and Space to whatever. (both are 5 by default for the CC) Space is how many squares the cargo bay has, and count is how many units it'll hold. So if Space was 10 but Count was only 6 you'd still only be able to hold 6 SCV's, and 4 squares would be unfilled. Size is how big the units are. The default for the CC is 1, but if you change it then you can put stuff like Vultures (size 2) siege tanks (4) or thors (6) in there.

    Posted in: Data
  • 0

    posted a message on Upgrading unit 'a' to unit 'b'

    What you do is create a Morph ability, and in the Ability - Info + field select the unit you want to turn into.

    Then you have to do some stuff with the 1st unit's actor. Here's a screenshot of what it looks like in an RPG I'm making, in which Raynor can change from Sniper to Commando mode:

    http://img.photobucket.com/albums/v356/dylanhunt/th_morphactor.png

    (You get that window by selecting the unit's actor, then opening the Event - Events + field)

    The green part at the bottom is what's important. Basically it destroys the old unit and creates the new unit. This is what gave me the most trouble when I first started making Morph abilities.

    Posted in: Data
  • 0

    posted a message on Looking Glass League - War of Fantasia, DS, SC1 remake

    I like the idea of a remake of the SC1 story without necessarily recreating every little part of every map. In fact, the first 1 or 2 maps in each race's campaign might even be omitted entirely, because their main focus is "these are probes, used for warping in structures, which you can only do near a pylon". If someone is downloading custom maps off the internet, you can safely assume they know what probes are ;)

    Do you plan on recreating any of the SC1 units, like Reavers or Defilers? Or just remake the story with the new units?

    Posted in: Team Recruitment
  • 0

    posted a message on You know you play SC too much if... (post yours)

    I don't see that there's much of an argument there. Shield (assuming it's metal and not wood) can block chainsaw, and then you burn him with the flamethrower.

    (The following actually happened to me at college in 2005)

    You know you and your roommate both play too much Starcraft if you tell him "I'm going to my physics lab" and he says "You studying Yamato Guns?" to which you reply, "No, Colossus Reactor"

    Posted in: Off-Topic
  • 0

    posted a message on You know you play SC too much if... (post yours)

    ...if your kids are named "Tassadar" and "Zeratul"

    ...if you put a label on your car's fuel guage says "Vespene Gas Only"

    ...if you answer the phone by saying "En Taro Adun!"

    Posted in: Off-Topic
  • To post a comment, please or register a new account.