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    posted a message on Larvae problem - They don't transfer from hatchery to lair

    Oh right, I don't think the requirement does what you suggest. It counts even dead hatcheries if I am not mistaken.

    Posted in: Data
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    posted a message on Larvae problem - They don't transfer from hatchery to lair

    I don't even remember how my own mod works, I am sure that what you are suggesting makes sense but not to me at the moment. I can say that the way I have implemented the mod into my map that it does not instantly spawn larva for any hatcheries created after the first.

    Your changes seem to work so I am going to study what you did and try to implement them in my map. Thank you very very much.

    Posted in: Data
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    posted a message on Larvae problem - They don't transfer from hatchery to lair

    The mod file from the other map is the same version I have on battle.net. I don't really understand how to do the stuff you are suggesting, can you post a map with the changes so I can see them?

    Posted in: Data
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    posted a message on Larvae problem - They don't transfer from hatchery to lair

    There is in game race selection, but even if I eliminated that the game does not know which players to spawn units for until after the in game lobby (there may be as many as 14 players in a 1v1 game).

    I made this map in hopes it will make it easier for people to help me find a solution. The map includes my larva modification as well as speeds up the process of morphing a lair and building a spawning pool so you can instantly see the problem in action and test possible solutions. It also allowed me to 100% verify that the problem is related to my custom larva solution.

    The larvae created through my mod are created using the same method as a normal larva spawn, so I don't know what I would do to 'hand over' the modded larva to the lair.

    Anyways here is the map:

    Posted in: Data
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    posted a message on Larvae problem - They don't transfer from hatchery to lair

    I am having a massive problem in my map. For some reason when a hatchery converts to a lair, the larvae that are associated with it disassociate themselves. So, the larvae still exist but when you click the lair the larvae hotkey will read 0 instead of 3.

    I am in urgent need of a solution to this problem as I was planning to release my map tomorrow to the public and it's designed for competitive play, so obviously this is not acceptable.

    I was forced to make some changes to the hatchery to fix an SC2 bug, where using 'spawn default melee units' does not work correctly for zerg unless you do it during map initialization. More information about this bug and my solution to it is available in this thread. I am not certain if the two problems are related or if my solution to the other problem is causing this new one. I would really appreciate any help you guys can offer.

    Posted in: Data
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    posted a message on Hero Battle: Trial of Zeal [+Trailer]

    This looks really amazing. Great video, and I am really impressed with your UI and you terraining.

    Posted in: Map Feedback
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    posted a message on Weird hotkey camera centering issue

    Well I feel like it must be related to some triggers I have in my map, as setting up a fresh arcade/custom map using the same map does not replicate the issue. I tried removing any action the involved cameras or UI but it didn't help. Maybe it is game variant related, which seems strange but I suppose it's possible.

    I think that in the custom map the unit is centered on the screen, but in the melee map it is center in the visible ground/grid, accommodating for perspective.

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

    So I am getting this strange bug in my map where, when someone hotkeys one of their bases (a hatchery in this example) and then tries to center their camera on that base by double clicking the hotkey, it goes to the base but is slightly off center of what it would be in a normal melee map. It's driving me insane. It may affect all units/buildings but it's easiest to demonstrate using the bases because of their relative location to minerals. I made an example gif.

    So in this image you can see that in both games I have the hatchery set to '5', but when I double click 5 to center my camera on the hatchery in a normal melee game, it centers with all of the minerals visible. In my custom map it centers with the minerals partially cut off.

    I have managed to eliminate the following as possible causes:

    Arcade maps - In a basic arcade map with default settings this problem does not occur.

    Camera changes - I disabled any instance of camera related triggers in my map and still had the problem.

    Show/Hide UI - I disabled any instance of showing/hiding the ui and still had the problem.

    Show/Hide Game World - I disabled any instance of showing/hiding the game world and still had the problem.

    I cannot figure out what might be causing this issue. It happens on multiple maps as well. Any thoughts are greatly appreciated.

    Posted in: Triggers
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    posted a message on Replacing Model Textures

    There is a way to get textures to show up in the editor but I think you would have to use actor events which is kind of complex.

    Posted in: Artist Tavern
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    posted a message on Replacing Model Textures

    Here is an example map.

    Posted in: Artist Tavern
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    posted a message on Replacing Model Textures

    If you don't need to swap it in the middle of a game, you could just give it the same path as the old file and it will automatically use your new file instead.

    Posted in: Artist Tavern
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    posted a message on [2.0.4] Dependencies broken?

    Here is a screenshot of the problem with the local file in place.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on [2.0.4] Dependencies broken?

    When I add the local file the field is not empty, but it also doesn't fix the problem. It checks the references indefinitely either way. The only method I have found for getting around the problem is to delete my triggers and then add them again after doing the update. Everything in my map appears to work fine so I am not sure what the problem with references is.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on [2.0.4] Dependencies broken?

    Adding the local file does not fix the problem.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on [2.0.4] Dependencies broken?

    I just said that when I add the local file it still does the same thing. And besides even if that did work it's a really obnoxious way to work anyways since my local files are constantly changing and I don't want to store them in the required folders.

    Posted in: Galaxy Editor Bugs and Feedback
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