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    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    I am still struggling with the XelNaga Obelisk. It seems using the methods described I am only capable of changing the diffuse or the emissive..not both. I assume this is because it lacks a real prefix, and I am using the main slot for both. Anyone have any ideas?

    Posted in: Tutorials
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    posted a message on Ability Based on Race

    Ah wow, after an awful lot of work I finally finished up what I was working on and uploaded it to Battle.net. Even though when testing using Test Document, the abilities do not show up for the unit unless they meet the correct requirement (race) on Battle.net for whatever reason they do show up.

    How annoying. Anyone ever run into this problem before? Perhaps find a solution?

    Posted in: Data
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    posted a message on Ability Based on Race

    I suppose it's time then to learn how upgrades work!

    Posted in: Data
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    posted a message on Ability Based on Race

    Thanks a lot! I can't believe how fast this problem was solved, with not just one, but two working solutions. I have managed to get it working using both validators and requirements. For validators I had to create three new ones though for comparing player race, as the 'Is Terran' etc validators were for units, as Kueken stated.

    Thank you very much fellas!

    My only remaining question would be whether any of you guys can think of a better solution than creating a unit for each player based on their race and having the requirement check to make sure they have that unit?

    Something a little cleaner would be preferred for using the requirements.

    Posted in: Data
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    posted a message on Ability Based on Race

    Hey thanks guys, I appreciate the fast responses! My knowledge of requirements and validators is pretty weak right now, but one thing I did just try was setting up one requirement for each of the races. The requirement was that they have at least one pygalisk, zealot prisoner, or Rory Swan completed (for both use, and show) and applied that requirement to the commands on the unit with the abilities. While the requirements showed up on the ability as requiring those units, it still allowed me to use the abilities. Any thoughts on why that isn't working?

    So for the validators solution, I would put those on the effects for each of the abilities? So say, have the ability run a set effect, and in that set have 3 different effects, one for each of the races...but put the race validator on the appropriate effect within the set?

    Posted in: Data
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    posted a message on Ability Based on Race

    I would like to give a unit an ability which does different things (same cost) based on the race of the player using the ability. Either having the ability change based on race, or just having three difference abilities which change on the command card base on the player race would both be acceptable...but I cannot figure out how to achieve either one.

    Any ideas?

    Posted in: Data
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    posted a message on Unit Neutrality Issues

    Wow thank you for the fast response! Worked perfectly.

    Posted in: Data
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    posted a message on Unit Neutrality Issues

    I want to make a structure, which is owned by a player...be treated as neutral by enemy units.

    For example, if Player 1 builds a Factory, and Player 2 (his enemy) runs a bunch of zerglings up to that factory, I do not want those zerglings to automatically attack it. They need to be able to attack and kill it if Player 2 tells them to do so, but I do not want them to do it automatically.

    Anyone have any ideas?

    Posted in: Data
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    posted a message on PEEPMODE: Ultra Spectator Maps [vid]

    This looks fantastic. If I get the chance to actually play it I will definitely drop some feedback for you.

    Posted in: Map Feedback
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    posted a message on Spectators and Game Variants

    I cant even get it to allow me to create spectators!

    Posted in: Miscellaneous Development
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    posted a message on Spectators and Game Variants

    Alright, there are a couple of older threads on this topic, but none of them appropriately address the issue anymore after 1.3.

    My problem: Spectators don't work when I am using game variants. Why? If I open all of the player slots and set the max team size to the max then sometimes it will allow spectators, but that completely ruins the lobby interface and my map, as it allows players to join with too many people on a team.

    What I want from the lobby:

    ======= Game Type - 1v1
    ========== Team 1

    Slot Open

    ========== Team 2

    Slot Open

    I can achieve this, but not while still able to add spectators or make spectators. The changes to Game Variants in 1.3 were supposed to be an improvement, but all it seems to have accomplished is breaking spectators.

    Please please somebody help me out here. I really hope one of you has a solution.

    Posted in: Miscellaneous Development
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    posted a message on Spectators, Watchers, how to deal with that?

    I am having trouble getting spectators working in my game, and I don't see the 'Player Participant Role' thing which seems pretty crucial. Was this moved or changed recently?

    Posted in: Miscellaneous Development
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    posted a message on Having trouble painting new ground textures..

    After screwing around with it more for the last couple of hours, I have determined the problem is related to what textures you have already put down on the map. While I don't think I had any of the textures I was trying to replace already put down, it seems the best way to fix the problem is to create a new map, load up the textures you want in data (before putting any of them down) and then copy/paste your terrain over from the old map. You should then be able to use all 8 of your textures.

    Posted in: Terrain
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    posted a message on Having trouble painting new ground textures..

    Having the same problem. Using textures from Bel'Shir and Char simultaneously results in Char tiles either not showing up at all (using the paint texture brush), or completely covering the map if I use the replace texture brush. Yes I removed some textures to make room for the Char textures.

    Has anyone found a solution?

    Posted in: Terrain
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    posted a message on Actor Message to Doodads

    Very clever solution, even if it is a bit of extra work. Thanks a lot boss!

    Posted in: Triggers
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