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    posted a message on Battle.net error with published mod

    If you'd rather not use a local copy, you can log-in but cancel opening the map, and then click on the mod dependency you want to use under 'Manage Published Files'. This will download it to a temporary cache, and you can open the map.

    Posted in: Miscellaneous Development
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    posted a message on Hero Respawn Suddenly Broken

    I found it- I don't think it was patch related, more likely just something silly I forgot to fix/undo when copying triggers between the different map versions.

    Thanks for the help, though- helped clear my head and understand the problem more by explaining it.

    Posted in: Triggers
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    posted a message on Hero Respawn Suddenly Broken

    @MasterWrath: Go

            Unit - Any Unit Enters (Entire map)
    

    With the trigger conditions of:

            ((Triggering unit) is Required: Heroic; Excluded: Missile, Dead, Hidden for player 0) == True
    

    I should note that through the use of transmissions, I have confirmed that the trigger fires when it should, and that I'm fairly certain that the condition works wholly as intended.

    Posted in: Triggers
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    posted a message on Hero Respawn Suddenly Broken

    This is a WC3 style revival system- ie the unit should appear to fully die, and then only be revived when successfully purchased at the altar.

    I had this working exactly- to a tee- by setting the death time of the killed unit to -1. This made is so that the hero units were infinitely 'preserved' even when dead- and added to the Dead Hero Array. The event for the Triggering Unit is 'Unit Enters Entire Map'. Such that, when a Hero is rebuilt, they enter the map. This checks if they're the same unit type of one of the dead heroes, for the player who created the new hero, and if so, removes the 'new' one and replaces it with the freshly revived 'dead' one.

    So, to answer your question, 'Triggering Unit' refers to the unit that most definitely exists. :) The error refers to the

                            Unit - Move Dead Hero Array[(Triggering player)][matchID] instantly to Death Position (No Blend)
    

    line. However, this worked fine before, and none of the other actions involving the hero seems to throw any 'invalid unit' errors- and even printing out the unit type of the unit in the Dead Hero Array prints out correctly- so it clearly exists. The next thought I had was perhaps the Death Position is the problem- but then why would it be saying that it couldn't get the 'Unit' parameter? Then I think to myself "this worked fine before, dangit." Then I just sulk. Any help is appreciated. :) Thank you!

    Posted in: Triggers
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    posted a message on Hero Respawn Suddenly Broken

    @MasterWrath: Go

    Fair enough. I was hoping someone else had already had the same problem, heheh. No such luck I assume. Let me go grab what I have. It's sort of a mess- I never work very neatly. My friends always hate it when I do java coding, haha!

    OKAY! Let's get this explanation on the road: When a hero dies, I save it in a variable array of units with a player and an ID (1-3, since each player can have up to 3 heroes.) Then, when a hero of the same time enters the map again (ie has been rebuilt) and is owned by the same player, the following occurs:

                            Variable - Set Death Position = (Position of (Triggering unit))
                            Variable - Set Order Position = (Target point for ((Triggering unit) order at index 0))
                            Variable - Set matchID = (Picked integer)
                            Unit - Remove (Triggering unit) from the game
                            Unit - Move Dead Hero Array[(Triggering player)][matchID] instantly to Death Position (No Blend)
                            General - Custom Script: UnitRevive(gv_deadHeroArray[(EventPlayer())][...
                            Unit - Set Dead Hero Array[(Triggering player)][matchID] Life (Percent) to 100.0
                            Unit - Set Dead Hero Array[(Triggering player)][matchID] Shields (Percent) to 100.0
                            Unit - Set Dead Hero Array[(Triggering player)][matchID] Energy (Percent) to 25.0
                            Unit - Add 1 AllHero - Hero "Dead" to Dead Hero Array[(Triggering player)][matchID] from player 0
                            Unit - Order Dead Hero Array[(Triggering player)][matchID] to ( Attack targeting Order Position) (Replace Existing Orders)
    

    Now, I get an error saying that it couldn't get 'unit' from the parameter, whatever that means.

    Posted in: Triggers
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    posted a message on Hero Respawn Suddenly Broken

    I came back to the hero map I had been working on from awhile back- there is significant evidence that the system I had been using for the respawning worked, and in fact I had done thorough testing both online and in the editor that suggests that it worked- however... It does not work at all, now. My only hint is that it may be a result of the recent patch- but I'm at a loss for what I could to do fix this. I've already tried as many of the suggestions that I could find via searching, and am feeling a bit disheartened that even the map that is currently on BNet (which I haven't changed at ALL, since I last touched it, unlike the editor version) doesn't work either.

    Does anyone know of a way around this patch?

    Posted in: Triggers
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    posted a message on Odd Search Area Behavior Whilst Recreating the Alpha Time Bomb Ability

    Maybe this problem is why we didn't wind up seeing a 'Time Bomb' ability from Blizzard in the final game? I guess we'll never know :D I'm back to work on other things. Good luck, all!

    Posted in: Data
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    posted a message on Odd Search Area Behavior Whilst Recreating the Alpha Time Bomb Ability

    Ah. I also tried that and it didn't seem to help. I made it an Effect - Target instead of an instant, and it makes the resulting bug less noticeable (albeit still present), so that's my "solution". I guess this will go unsolved for now. I might upload an 'example' map so you can get a firsthand look at it and maybe point out something dumb I've done.

    Posted in: Data
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    posted a message on Odd Search Area Behavior Whilst Recreating the Alpha Time Bomb Ability

    What do you mean?

    Posted in: Data
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    posted a message on Add Weapon To Hero- It's Disabled?

    Still not really sure why it was disabled, but here's a workaround SoulFilcher gave me: give the unit both weapons in the Unit Data type, then use the abilities to simply Enable/Disable the turrets/weapons as you need them, rather than using the Behavior to completely add the weapons. This caused it to not be disabled and was better overall.

    Thanks!

    Posted in: Data
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    posted a message on Add Weapon To Hero- It's Disabled?

    @TheSC2Maniac Levels are maintained with the same behavior (which is the system I am technically using now) but the same cannot be said for abilities, as I would like it if the morphed version could be able to use the abilities that were unlocked before. As well, there is still the issue of my revival system that gets confused by this odd change.

    @Zaysite Yes I am triply sure I did that. The weapon appears, but is Disabled. The weapon does not have a requirement.

    Posted in: Data
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    posted a message on Add Weapon To Hero- It's Disabled?

    This will probably sound strange, but I'm trying to recreate Siege Mode using a set of behaviors instead of a morph ability. This is because I want to prevent the loss of experience/levels/abilities when it morphs, and due to the way that I revive heroes it would be most...convenient.. if he was still the 'same unit' whilst in Siege Mode. Behaviors accomplish this. So! I disable movement, suppress turning, change the actors, and give it the siege tank weapon. However, it seems for some reason this newly added weapon is disabled. I see no reason for it to be so, as it works fine on the actual sieged unit, and has no 'Disabled' flag.

    If anyone could help, I'd appreciate it. Thanks!

    Posted in: Data
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    posted a message on Infinite Hero Icons?

    I could be wrong, but check in the Unit datatype and check her Death Time. If it's anything except 0, that could be why.

    Posted in: Data
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    posted a message on Veterancy 'Shared Radius' Being Ignored

    That fixed it. Why in the world the values inside of the actual Veterancy behavior do nothing... I have no idea.

    Posted in: Data
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    posted a message on Odd Search Area Behavior Whilst Recreating the Alpha Time Bomb Ability

    It's absolute. Sorry for delayed response.

    Posted in: Data
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