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    posted a message on Teleporters

    I'll try a periodic event. Interestingly, this worked just fine when I used a placed unit on the map instead of unit groups.

    Posted in: Triggers
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    posted a message on Teleporters

    The first trigger works fine, there's a message that displays to confirm that it runs. The second trigger doesn't run at all with that event, I disabled all conditions to confirm that this is the case.

    Posted in: Triggers
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    posted a message on Teleporters

    I'm trying to make teleporters that can be created, but it doesn't work and I can't figure out what the issue is. I made this in triggers:

    Trigger 1: Teleporter is Created

    Events
            Unit - Any Unit creates a unit with ability Probe - Build (Probe) or behavior Any
        Local Variables
        Conditions
            ((Created unit) has Teleporter Dummy) == True
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Number of Living units in Teleporters 1[(Triggering player)]) == 0
                Then
                    Unit Group - Add (Created unit) to Teleporters 1[(Triggering player)]
                    UI - Display {added unit to unit group to slot (Text((Number of Any units in Teleporters 1[(Triggering player)])))} for (All players) to Subtitle area
                Else
                    Unit Group - Add (Created unit) to Teleporters 2[(Triggering player)]
                    UI - Display {added unit to unit group to slot (Text((Number of Any units in Teleporters 2[(Triggering player)])))} for (All players) to Subtitle area
    

    Then, a Move Unit trigger

        Events
            Unit - Any Unit Enters a distance of 1.0 from (Unit 1 from Teleporters 1[Triggering player])
        Local Variables
        Conditions
            (Number of Living units in Teleporters 1[(Triggering player)]) == 1
            (Number of Living units in Teleporters 2[(Triggering player)]) == 1
            ((Triggering unit) has Teleport Cooldown) == False
        Actions
            UI - Display "unit detected 1" for (All players) to Subtitle area
            Unit - Add 1 Teleport Cooldown to (Triggering unit) from (Triggering unit)
            Unit - Move (Triggering unit) instantly to (Position of (Unit 1 from Teleporters 2[Triggering player])) (No Blend)
    

    What's the problem? I tried using two separate unit groups instead of one to solve the problem, but it did nothing.

    Posted in: Triggers
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    posted a message on What makes interceptors do their thing?

    Search up 'Interceptor' in the behaviors and you'll see wander behaviors. Those are the behaviors that make them do their "thing"

    Posted in: Data
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    posted a message on Weapon/Armor Icons not appearing

    I went back to a rather old version of the map to resolve the issue. It seems that it's only this map that is broken when I apply the fix and not any of my others.

    Posted in: UI Development
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    posted a message on Weapon/Armor Icons not appearing

    I did the fix that Renee posted in the UI editor (http://www.sc2mapster.com/forums/general/general-chat/84061-patch-3-0-map-maker-troubleshooter-thread/?page=7#p136), and instead of fixing the weapon icon, it broke everything as seen here: http://i.imgur.com/WrV1RUd.jpg

    The EquipmentIcon layout has an asterisk beside it, and here is the XML code from it:

     <?xml version="1.0" encoding="utf-8" standalone="yes"?>
    <Desc>
        <Frame type="EquipmentIcon" name="EquipmentIconTemplate">
            <LayerCount val="2"/>
            
            <TextureType val="Normal" layer="0"/>
                  
            <TextureType val="Normal" layer="1"/>
            <TextureCoords top="0.0" left="0.0" bottom="0.125" right="0.0625" layer="1"/>
            <Texture val="@UI/ButtonCooldown" layer="1"/>
            <AnimColumns val="16" layer="1"/>
            <AnimCount val="128" layer="1"/>
            <Animating val="True" layer="1"/>
            <ManagedAnim val="False" layer="1"/>
            <LayerVisible val="False" layer="1" />
            
            <Width val="64"/>
            <Height val="64"/>
            <Frame type="Label" name="LevelLabel">
                <RenderPriority val="650"/>
                <Style val="EquipmentIconLevel"/>
                <Anchor side="Bottom" relative="$parent" pos="Max" offset="-3"/>
                <Anchor side="Right" relative="$parent" pos="Max" offset="-8"/>
            </Frame>
            
            <Frame type="Image" name="EquipmentIconBorder">
                <RenderPriority val="600"/>
                <Anchor relative="$parent"/>
                <LayerCount val="1"/>
                <TextureType val="Normal" layer="0"/>
                <LayerColor val="##StandardButtonBorder" layer="0"/>
                <Texture val="@@UI/ButtonBorderEquipment" layer="0"/>
            </Frame>
        </Frame>
    </Desc>
    

    Here is the code from the layout I added

    <?xml version="1.0" encoding="utf-8" standalone="yes"?>
    <Desc>
        <Frame type="EquipmentIcon" name="GameUI/UIContainer/ConsoleUIContainer/InfoPanel/InfoPaneHero/WeaponIcon" file="GameUI">
            <LayerCount val="3"/>
            <LayerVisible val="false" layer="2"/>
        </Frame>
    </Desc>
    

    Please help

    Posted in: UI Development
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    posted a message on [Resolved] Not a single trigger works anymore

    I used the latest version of the Left 2 Die mod (published by Blizzard) and not a single trigger works. I compared the version of the latest L2D which is 1.11, while the one I used before is 1.2. WTF? Anybody know how to get the triggers working again? This version of Left 2 Die did work just yesterday, but somehow when it broke, all of my map backups with that dependency broke.

    Things I've tried that didn't work: - Removing the dependency - Reopening the editor - Trying older versions - Creating a trigger that displays a text message upon map initialization

    Please, help. This is 2 entire weeks of work at stake here.

    Posted in: Triggers
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    posted a message on Couldn't Load Dependency data

    I managed to open the file successfully using Glorn's method, but for some reason none of my triggers work anymore. WHY EDITOR?!

    Posted in: Data
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    posted a message on Couldn't Load Dependency data

    I apologize if this is the wrong section, but I've been having a persistent issue with loading dependency data. Whenever I open my map, it's a coin flip whether or not it will load properly or the dependency data will not load. The editor did crash in the past while I was working on the map file, but I could still open the file just fine afterwards and be able to test it. I found that the Left 2 Die dependency (I use the one that is published by Blizzard) is the source of this problem, but I have no idea how to fix it. Does anybody have any suggestions, other than removing the dependency altogether?

    Posted in: Data
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    posted a message on Reflecting Damage

    How would I make a passive ability that reflects x% of the damage taken to the attacker?

    Posted in: Data
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    posted a message on Weapon Icons not Appearing

    Nobody can help? )-:

    Posted in: Data
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    posted a message on Weapon Icons not Appearing

    Every since patch 3.0, none of the units have weapon icons showing, it's just an empty box. This only happens when the unit UI is in a compressed mode to display stats, caused by the unit either having veterancy or some other form of stats behavior. How do I make the weapon icons show in the compressed stats display for units?

    I'll provide a screenshot if necessary

    Posted in: Data
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    posted a message on What is the "No Proc" damage type?

    Title ^

    Posted in: Data
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    posted a message on Data Assistant - Making Abilities

    Hello,

    I am known as Drusus on StarCraft II (profile can be seen here: http://us.battle.net/sc2/en/profile/2744634/1/Drusus/), and I started working on this project (Special Forces Elite 5 - Beta) because the last editor just disappeared without a trace and clearly gave up on his installation. At the time I picked up this project, I had no clear direction in what I was going to do with this game and so it didn't really get anywhere. A little bit more than two years later, I now have a clear sight of where I want this arcade game to end up, but unfortunately I do not have the luxury of time due to academic stresses, nor do I have the advanced experience required to do the things I'd like accomplished.

    Now, with that said, I need someone who is willing to help me out with abilities for bosses, units, and primarily heroes played by players. The heroes in my arcade game are very poorly designed and desperately need redesigning, they have no definitive role and they are either too weak or too strong. I've created plans for more than half of the heroes that I have, but those plans are limited to the type of abilities I can create. If the boundaries for the abilities are limitless, I can not only use suggestions that the some of the fan base has provided that I am incapable of doing, but also my own ideas, and each hero will become a lot better than it previously was. If you're wondering what type of abilities these are, and how hard they truly are to do, I can tell you right away that it wouldn't be difficult for one with experience to make these abilities.

    If you are thinking of helping, make a reply no this thread and/or send me a private message! I am also accepting help from more than one person! Thanks in advance to those willing to help.

    Posted in: Team Recruitment
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    posted a message on Looking for Someone to Make Terrain - SFE5

    Edit: Someone volunteered to help already

    I'm looking for someone to voluntarily make a good map for my game, "Special Forces Elite 5" (SFE5). I tried to make good terrain, but I am simply not capable of generating good terrain. If you're thinking "challenge accepted!" to yourself right now, private message me.

    Thanks in advance.

    Posted in: Terrain
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