Stacking a buff many times won't lag your game inherently. If all the buff does is raise max vitals it should be fine to go up to near the max stack count, which is about 65535 or so. Alternatively you could use the trigger editor's set unit property function.
Has anyone tried to figure out what the limit is on how many command cards, or submenus, a unit can have? I'm curious because build/train abilities let you create up to 30 different units for 1 ability slot out of the creating unit's 32 ability slots. Thus I wonder what the theoretical maximum number of different units you could build/train from 1 unit could be without using triggers or intermediate units.
I'm trying to make a modded LoTV campaign just for the fun of it. I loaded up the first prologue mission and put in a set next map trigger by setting it to the current map as a test. However when I used the victory dev cheat to see if it would load the next map as I intended, I was instead seemingly thrust into story mode starting with mission 2. Also the "victory" cheat stopped working along along with the "make unit" cheat.
Since I enjoy modding when I do single player, I was wondering if there's a way to mod campaign despite this.
I just found out that the SoA temporal field ability is bugged even in blizzard's single player LoTV assets. (Before that I thought it was just me doing something wrong).
Since other SoA abilities such as thermal lance and orbital strike still work, I have hope that their's a way to fix it. However I'm not sure where to start looking since the trigger code is very complex.
Is anyone else having an issue with the spear of adun's temporal field ability where you choose 3 target points but it only stops time on the first one?
This relates to a bug with a custom map I'm working on: The SoA temporal field suddenly stopped casting at all 3 points despite the fact that I hadn't touched the code for it in months. I tried copying everything over from blizz's libraries again but got the same result. I can't check if the error is present in the official LotV campaign because I've never touched it and thus don't have enough solarite.
If it works correctly in the base game, I'll make a help thread in the appropriate section, however I wanted to be sure before I went around in circles.
I'm trying to test a mod where one of the features is that certain units can only be seen and interacted with by a specific player on the enemy team. However to debug this I need to be able to view replays of testing to see what other players see. I tried double clicking on the replay but it didn't work. Is there a way to do this?
As the title says, my turretz attachment point rotates the turret around the wrong axis. This causes the turret to rotate up and down instead of swiveling as intended. Has anyone encountered this before and if so how do you fix it?
I'm trying to make a "battleship" of sorts with a custom model. It will have weapons that should track different targets. Each weapon will have multiple turrets associated with it. I've never done turret actors before so is there an example of such a thing that I can look at in the data editor already in the game?
Did you try increasing "Cast Start Time" in the teleport ability? That should create a delay from when you give the order to when it executes the effect [when it actually teleports].
I'm trying to import the dark templar using version 2.1 of the M3 impoter plugin to teach myself how to make transparent textures like what's used in the DT's cape. However I can't seem to figure out where to put the texture files to avoid this error and import successfully.
I'm using 3dsmax 2010 and have searched the forums already. There was 1 mention of the issue but the user solved it on their own.
My hope is to be able to have some parts of the model I'm working on be completely transparent and some fully rendered on the same material. Thus far I can either get team colored alpha or a ghostly look, but not what I described.
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Please fix
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I've done 7
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Stacking a buff many times won't lag your game inherently. If all the buff does is raise max vitals it should be fine to go up to near the max stack count, which is about 65535 or so. Alternatively you could use the trigger editor's set unit property function.
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Has anyone tried to figure out what the limit is on how many command cards, or submenus, a unit can have? I'm curious because build/train abilities let you create up to 30 different units for 1 ability slot out of the creating unit's 32 ability slots. Thus I wonder what the theoretical maximum number of different units you could build/train from 1 unit could be without using triggers or intermediate units.
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I'm trying to make a modded LoTV campaign just for the fun of it. I loaded up the first prologue mission and put in a set next map trigger by setting it to the current map as a test. However when I used the victory dev cheat to see if it would load the next map as I intended, I was instead seemingly thrust into story mode starting with mission 2. Also the "victory" cheat stopped working along along with the "make unit" cheat.
Since I enjoy modding when I do single player, I was wondering if there's a way to mod campaign despite this.
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There is a fix documented here:
https://us.battle.net/forums/en/sc2/topic/20761018068
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I found a solution and its documented here:
https://us.battle.net/forums/en/sc2/topic/20761018068
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I just found out that the SoA temporal field ability is bugged even in blizzard's single player LoTV assets. (Before that I thought it was just me doing something wrong).
Since other SoA abilities such as thermal lance and orbital strike still work, I have hope that their's a way to fix it. However I'm not sure where to start looking since the trigger code is very complex.
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Is anyone else having an issue with the spear of adun's temporal field ability where you choose 3 target points but it only stops time on the first one?
This relates to a bug with a custom map I'm working on: The SoA temporal field suddenly stopped casting at all 3 points despite the fact that I hadn't touched the code for it in months. I tried copying everything over from blizz's libraries again but got the same result. I can't check if the error is present in the official LotV campaign because I've never touched it and thus don't have enough solarite.
If it works correctly in the base game, I'll make a help thread in the appropriate section, however I wanted to be sure before I went around in circles.
edit:
https://us.battle.net/forums/en/sc2/topic/20760746531
It does glitch out in the base game
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I'm trying to test a mod where one of the features is that certain units can only be seen and interacted with by a specific player on the enemy team. However to debug this I need to be able to view replays of testing to see what other players see. I tried double clicking on the replay but it didn't work. Is there a way to do this?
0
As the title says, my turretz attachment point rotates the turret around the wrong axis. This causes the turret to rotate up and down instead of swiveling as intended. Has anyone encountered this before and if so how do you fix it?
0
I'm trying to make a "battleship" of sorts with a custom model. It will have weapons that should track different targets. Each weapon will have multiple turrets associated with it. I've never done turret actors before so is there an example of such a thing that I can look at in the data editor already in the game?
0
Did you try increasing "Cast Start Time" in the teleport ability? That should create a delay from when you give the order to when it executes the effect [when it actually teleports].
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I'm trying to import the dark templar using version 2.1 of the M3 impoter plugin to teach myself how to make transparent textures like what's used in the DT's cape. However I can't seem to figure out where to put the texture files to avoid this error and import successfully.
I'm using 3dsmax 2010 and have searched the forums already. There was 1 mention of the issue but the user solved it on their own.
My hope is to be able to have some parts of the model I'm working on be completely transparent and some fully rendered on the same material. Thus far I can either get team colored alpha or a ghostly look, but not what I described.
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I was surprised no one had tried to do this already so I did it. More info here:
https://www.sc2mapster.com/projects/spear-of-adun-in-multplayer-beta