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    posted a message on "Default attribute values could not be validated" publishing error

    Fixed it. The issue came because the mod files I was using as dependency used to be maps. Since I wanted the data to be modular after getting started, I converted them to mod files but apparently there was residual data leftover that had to be deleted. Here's the info that helped me solve it, in case anyone has the same issue.

    · Resave each mod as a ComponentList (folder) by using File – Save As and then choosing the ComponentList extension in the file type dropdown.

    · Remove the MapInfo file from the folder that the editor creates.

    · Open the ComponentList.SC2Components file inside the folder using any xml or text editor and remove the line that refers to “MapInfo”.

    · Resave the mod as a .SC2Mod file.

    · Re-add this as a dependency to your map.

    · Republish map after doing these steps for both mods.

    Posted in: Miscellaneous Development
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    posted a message on "Default attribute values could not be validated" publishing error

    No, none of those. By the way, I tried removing a dependency I was using (an altered combination of melee and campaign assets) and replaced it with just Swarm Multi and it published just fine with no changes necessary. However, as I /need/ those assets, this isn't an acceptable solution.

    The most prominent thing that I noticed is that when I did that, it downloaded a 'Teams 12 (Mod)' file in the publishing view, which it didn't do any other times. For some reason, I think this is what's causing the issue? Does anyone know how to force that download...?

    Posted in: Miscellaneous Development
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    posted a message on "Default attribute values could not be validated" publishing error

    After some fiddling (I'm not sure what fixed it, in the end...) the map is now up to 8 players, but I still need more. The ideal would be 12, but for some reason I'm getting the same error again if I try to go to 9 or above.

    I /think/ the thing that allowed me to go to 8 was creating a non-default game variant.

    Posted in: Miscellaneous Development
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    posted a message on "Default attribute values could not be validated" publishing error

    So I have a bit of a weird issue that I've never had before. When I try and publish a new map, I get the error in the title if the number of 'Users' specified in Player Properties is greater than 2. 3 Players? Error. 2 Players? All good.

    Does anyone know what the heck is going on here? My Game Variants are default.

    Posted in: Miscellaneous Development
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    posted a message on How to add multiple weapons to a unit?

    Make sure you've added all 3 weapons to the Marines Weapons+ info tab on the unit. Then have the two secondaries disabled by default and use the behaviors to enable them when the abilities are used, and remove the previous behaviors. New behaviors should also disable the other two weapons.

    Posted in: Data
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    posted a message on Creep Tumor Issues when using a Melee+Campaign Dependency Mix

    Edit: I should note that for some reason that version has the Creep Tumors using the Nydus Build In Progress ability instead of the regular one. I tried everything with the first one so I guess I got desperate and tried the Nydus one. It didn't help. :(

    Edit 2: Hang on, I think I might've fixed it. Am I an idiot? Testing now.

    Edit 3: Yup. I'm just an idiot. Sorry guys! Fixed it. A debug trigger I had that completed construction instantly (for testing purposes) was breaking it and I had completely forgotten.

    Posted in: Data
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    posted a message on Creep Tumor Issues when using a Melee+Campaign Dependency Mix

    THIS WASN'T AN ACTUAL PROBLEM, JUST A LOGICAL ISSUE THAT I MISSED. SOLVED

    In the interest of public use, I decided I'd go make a quick map that used both Melee and Campaign dependencies but kept the melee playstyle identical to the multiplayer experience. That way, people who wanted to make interesting variants of melee-style games could do so quickly and easily without the hassle of seeking out each tiny issue every time.

    Right now, the last big issue that I see is that for some reason the Creep Tumors don't take time to "build" despite having a Build Duration under the Info+ of their abilities section, and also having the Build In Progress Ability as required.

    This leaves me a bit speechless, and I'm uncertain why it would still be doing this. It plays the animations, but as I discovered that's hardcoded into other Events by the Actor, so the lack of a progress bar and refusal to play the final "Burrow" animation makes me certain that it is an issue with it building properly.

    I'd appreciate any help I could get. I think I'll probably post the map here for anyone to take a look at and help out.

    Posted in: Data
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    posted a message on Player Group/AI Controlled Issues

    internet issues. first night back on campus. sorry.

    Posted in: Triggers
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    posted a message on Player Group/AI Controlled Issues

    internet issues. first night back on campus. sorry.

    Posted in: Triggers
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    posted a message on Player Group/AI Controlled Issues

    internet issues. first night on campus. sorry.

    Posted in: Triggers
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    posted a message on Player Group/AI Controlled Issues
            Player Group - Pick each player in (Active Players) and do (Actions)
                Actions
                    Send Debug Transmission(((Text((Picked player))) + " got there (active)"))
            Player Group - Pick each player in (All players) and do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            Or
                                Conditions
                                    (Controller of player (Picked player)) == User
                                    (Controller of player (Picked player)) == Computer
                        Then
                            Send Debug Transmission(((Text((Picked player))) + " got there"))
    

    Two very simple actions. These are run at start-up in an otherwise unnoteworthy map. Melee Options for victory/defeat are disabled.
    I set up a BNet lobby. Players 2, 3, and 4 are AI. I receive "1 got there (active)" and "1 got there" and the same messages for any players that were set up in the Player Properties menu in the editor, before opening the lobby. (Any predetermined AI, or Hostile players.)

    However, any AI that are added in the lobby by the lobby host are not picked up by these actions. This is a very simple thing that worked up until recently, but I've also changed a great deal of things. Is anyone else experiencing this problem?

    I would appreciate any help. Thanks.

    edit: jesus christ the internet on my campus is acting up. sigh... quadruple post... what the hell, internet...

    Posted in: Triggers
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    posted a message on Maximum Map Size Potential

    @TyaStarcraft: Go

    Willing to share any tips or issues you'd encountered? Or, if applicable, the mod itself for the good of us all? Releasing a scaling asset would surely help a huge amount, not just for me but for everyone who feels constrained by map size.

    Posted in: Data
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    posted a message on Maximum Map Size Potential

    As I'm sure everyone is more than aware, the maximum map size in the editor is 256x256. This causes a lot of limitations for custom arcade maps. For a project that I wanted to recently start on, I realized that a 256x256 map wouldn't be enough, and started thinking about going through the tedious set of changes required to shrink everything by a factor of 2 or 4. However, I also figured that a need for something like this would likely have been fairly common... and so, has anyone else already endeavored to try and create a mod for this end? My searches have come up fruitless.

    Posted in: Data
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    posted a message on Combination of ARTS and RTS

    A friend of mine tried (with my help) to create something like (only similar... not exact) what you want. It went OKAY, but definitely had a lot of room for improvement. You could take a look at that map for inspiration, if you wanted. It's in the arcade under 'War of Duality'.

    Posted in: Project Workplace
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    posted a message on Prepare Time Does Nothing?

    I've used it successfully before, but for whatever reason I have an Effect - Instant that applies a search area effect, and adding a prepare time does not actually delay the effect at all. Seems like a pretty simple problem, but I can't seem to nail down WHY it's happening. Has anyone worked through this issue before?

    Posted in: Data
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