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    posted a message on Perfection of Armistice

    Sad to say that I've been holding off on working on this. All of the work is just so incredibly daunting (over 40 new objective technologies...) and I doubt the map would even get played, in the popularity system. So..postponing work on PoA to work on War of Duality, instead.

    Posted in: Map Feedback
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    posted a message on Changing a Units 'Attribute' Values In-game

    It does in fact say "errorcatalogfieldnotwritten." I will try your suggestion. However, to clear up a misunderstanding, I do not mean 'attributes' as in 'Strength, Intelligence, etc' I mean the game definition of Attributes within a units fields. What I mean is the Blizzard attributes such as 'Armored, Light, Biological, Psionic, Mechanical' etc.

    I tried to return the value of the game asset using triggers, and I got what I inputted back(I entered in CUnit_AlanSchezar.AttributeArray[3]), instead of the game asset. I'm going to experiment with different values. For reference, I should be using 'Send Transmission' and the 'Message' field should be 'Game asset', correct?

    Edit: Oops. I think you meant the Game Text action. Trying that, now.

    Edit2: GameText action acts the same as the Game asset one. Any suggestions?

    Posted in: Triggers
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    posted a message on Changing a Units 'Attribute' Values In-game

    I did a bit of searching around, and the Catalog Set Value action was suggested, so I've been doing some fiddling around with that.

    Catalog - Set value of Units "AlanSchezar" "AttrbuteArray[1].Attribute" for player 1 to "1"

    is what I have, and I've tried the following as well:

    Catalog - Set value of Units "AlanSchezar" "Attributes" for player 1 to "(0|0|0|0|0|0|0|0|0|0)"

    Catalog - Set value of Units "AlanSchezar" "Attribute" for player 1 to "(0|0|0|0|0|0|0|0|0|0)"

    Catalog - Set value of Units "Alan Schezar" "Attributes" for player 1 to "(0|0|0|0|0|0|0|0|0|0)"

    etc, etc. Does anyone know what I'm doing incorrectly?

    Posted in: Triggers
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    posted a message on Limiting the Effects of Upgrades on Units

    I thought of this, but it seems like a huge amount of manual work, and I've always preferred to try and find the most efficient ways to do things, so if I have to do them again later, I know how, and don't have to waste time.

    Posted in: Triggers
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    posted a message on Limiting the Effects of Upgrades on Units

    I'm sorry, I know it's a confusing explanation.

    Here's another try:

    Player 1 Owns Unit 1. Unit 1 is a hero unit, and possesses upgrades.

    Player 2 Owns Unit 2. Unit 2 is a hero unit, and possesses upgrades.

    Player 3 owns Unit 3 and 4. Units 3 and 4 are selected for Player 3 when Player 3 selects Unit 1 or Unit 2. When player 3 purchases an upgrade for Unit 3 or 4, that upgrade is given to the respective Unit.

    As in, let's say that Player 3 purchases an Attack upgrade for Unit 3. Because Unit 3 is linked to Unit 1 using triggers, the purchased upgrade is transferred, and both Unit 3 and Unit 1 gain the Attack Upgrade. However, because both Unit 3 and 4 possess the same upgrades, Unit 4 gains +1 attack as well, even though Unit 2 has not. The fact that Unit 2 has not gained an upgrade is an intended feature- the problem lies with Unit 4 gaining the +1 attack.

    In reality, however, Units 1 and 2, and thus Units 3 and 4, are selected by the respective Players at the beginning of the game, out of a pool of 12 possible units. As such, it's impossible to predict any given combination of two heroes.

    I hope that explains it better. Thank you again!

    Posted in: Triggers
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    posted a message on Limiting the Effects of Upgrades on Units

    I've been searching for upwards of an hour now, but I'm just hoping that I'm missing a solution, and that it isn't just blatantly impossible. I have a group of 4 units. All four of them use the same Damage and Armor upgrades... to a degree. I created two sets of Damage and Armor upgrades, as only two units can exist on the map at the same time, and each of them gets their own set of upgrades. This works excellently. Unfortunately, these upgrades are purchased through a proxy, controlled by a different player entirely. As such, this player possesses both sets of upgrades and, as a result of the way that these upgrades function, in that no two units are absolutely guaranteed to be in the same order every time, the player purchasing the upgrades gets double the amount of upgrade effects. Is there a way to limit this?

    Posted in: Triggers
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    posted a message on Fury Under the Stars

    I've been trying to play Fury Under the Stars, but consistently (over the last three days) whenever I start the game with a full party, the loading bar seems to freeze, presumably because one of the players hasn't loaded, and then when the game starts, none of the bases spawn, everyone is defeated, and the game ends. Whaaaat??? Edit: Idk what was causing it before, but I got in a game tonight and it went pretty smoothly...except for the fact that I controlled two heroes, as was noted by an earlier bug report. Pretty easy, actually... Definitely needs fixing, along with the crash bug I was experiencing, as my friends have reported similar troubles.

    Posted in: Map Feedback
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    posted a message on Mohandar Attack Strange Curve

    I swapped the Beam Model out for a Vulture Weapon (lol) and the beam itself didn't appear.

    The tendril did, however. The bug persists! However...now I know what it isn't. I have an idea. =)

    Posted in: Data
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    posted a message on Mohandar Attack Strange Curve

    The beam itself looks excellent- my qualm is with what occurs after the beam reaches it's second charge. If you look at the left side of that image, there's a small tendril coming out of the targeted sentry. It's a minor bug, but one that I want to squash.

    Posted in: Data
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    posted a message on Mohandar Attack Strange Curve

    I reset everything on MohandarAttack actor, and nothing. I've looked under the 'BeamActor' and I don't see anything that could be causing it. As far as I can tell, all I did was move the weapon over to the sentry. I'll spawn a mohandar and see if it persists.

    Posted in: Data
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    posted a message on Mohandar Attack Strange Curve

    That was the first place I checked, unfortunately. It looks fine, and just to doublecheck everything I set all of the values there to the default for Mohandar's Attack actor. The problem persists. I then tried using the values for the Sentry attack, but on the MohandarAttack actor. Still, no solution. I'm not sure what the problem is.

    Posted in: Data
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    posted a message on Mohandar Attack Strange Curve

    http://i132.photobucket.com/albums/q25/MikeyIsMYNameNotYOURS/Curve.png

    See above image for what I'm referencing. What could cause this? This is a joint project, so I don't recall changing anything but alot of stuff is changed in the Mohandar Attack actor... so any suggestions would be helpful.

    Posted in: Data
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    posted a message on "Behavior" Event Workaround

    Last bump; then I give up on this supposed solution.

    Posted in: Triggers
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    posted a message on "Behavior" Event Workaround

    Bump.

    Posted in: Triggers
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    posted a message on "Behavior" Event Workaround

    I would prefer that. How do I check a units behaviors?

    Posted in: Triggers
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