-Heros drop items when they die. does not matter if you have "drop item on death yes/no" .. it will drop regardless.
- Veterancy experience share filter does not work, enemy units will always get experience from your kills, The only work around for this is to create a buff that does a search area effect on death, which applys a modify unit effect and state the experience you want to grant... The problem with this is that , This assumes there are only 2 teams involved. Why? cause the search area effect can only target enemys... So if you have a game with 4 teams.... This Simply does not work.... Every enemy will get experience even if they did not kill the unit.
-theres a bug with setting charges in the ability train.. The first few charges work correctly in accordance with thier cooldowns, but anytime you reach the very last charge where it goes to "zero". All of a sudden it pulls out some random cooldown number that isnt even specified.... this is a pretty bad bug.
- jim raynor rail gun ability is bugged badly.... the curser effect is not "mui" , mui meaning multi unit instantable.. the red laser will bug if there are 2 jim raynors with this ability in your map.
- map publish system is bugged also .. i had uploaded a test map to battlenet to see how it works, then i went to manage "published" .. and then i deleted it. Now when i tried too upload my latest map... its saying "there is not enough space in your account" , when i have absolutely nothing uploaded . its even stating i have all the space left.. basically im forced to change the name of the map, to be able too upload for an error that states "not enough space".....
-No real way of doing an "experience share" based on the amount of heros currently present around a kill radius due to bug number 2 that i posted. for e.g if 2 heros are around the kill area , the xp should get divided up into two. If 3 heros are around the kill area, the xp should be divided up into 3 . Currently everybody just gets the same amount of experience regardless of how many heros are around.
-There seems to be a problem when training a unit and using the trigger "move unit instantly too start location of triggering player" .. The function " triggering progress unit" just ends up giving a error of "cant find location". . This by the way i use the same location call for my hero revive trigger to spawn at the " triggering player start location", it suddenly works there , .. So the point is, The function " triggering progress unit" when training a unit does not work with move unit instantly to start location of triggering player. What i use such a trigger for? Too imitate hero taverns in warcraft 3 when you purchase a hero and want to instantly send it to players start location
Too sum up, the hero system in this editor is completely broken and so not ready for any sort of balanced gameplay. There are workarounds for a few things i have mentioned like item drop on death with triggers. But the worst of them all is "Veterancy share filters" and i have not been able to come up with any solution for a 3v3v3v3 type map.
Edited to add more bugs and trim the ones that wont bugs.
-Items dont share universal cooldowns. For e.g .. say your map has a heal potion item.. theres nothing stopping a guy from using heal potions "back to back".. meaning, if each potion takes 1 slot in the inventory, and you try to set a cooldown, it only applies for that 1 slot of the heal potion. While the other slot that has another heal potion is unaffected via the cooldown.. , why is this a problem? because if you are trying to a make a balanced map... how the hell can it be balanced if heal potions can be used one after another with no cooldown.
Check out this video to see how blizzard did their own hero system. Its is in fact has global cooldown for the item. maybe you're doing it the worng way
nope i am not doing it the wrong way... i even scrapped my heal potion to use "blizzards instant heal potion instead".. and its still doing the bug....
if you leave the item as default. it will work correctly, but as soon as you change the cooldown to 30 seconds (default is 1 second, which is useless) the cooldown never works again.. and this bug applys for changing anything within the "effect cost" of the item.. absolutely nothign in the item effect cost can be changed , or it will bug.
noooo. go and download the same map programmer linked, and change the item effect cost field of "heal potion test instant" . change anything in it and you will see what i mean...... i have done nothing of the sort.
okay it seemed to work till i ran into another problem. i have both a heal potion and a energy potion in which i set its location cooldown to "unit". its applying the cooldown to both of them at the same time when it should only apply the cooldown to the heal potion only.. any idea what to do??
Edit nevermind i figured it out, i needed to change the actual unit it was being linked too also , which apparently both were linking to the heal potion unit..
okay so scratch off item cooldowns from the list. thank you callex for the fix.. im glad i turned out wrong, rather than having to wait months for a patch to come out. so again thanks :)
Another serious prob is the items dropping on death, any solutions?
You should be able to make the range smaller than 0.1, I just used it for testing purposes. Item collision should also prevent the trigger from grabbing the wrong items, too. You also might want to tweak the trigger a bit so that it only runs when hero units die.
When I duplicate some units in the data editor and go to rename them, sometimes it crashes when I hit suggest which is rather annoying... meh I've learned to save often.
- jim raynor rail gun ability is bugged badly.... the curser effect is not "mui" , mui meaning multi unit instantable.. the red laser will bug if there are 2 jim raynors with this ability in your map.
That's not a bug, by the way. It's not supposed to be MUI in the first place.
fair enough i can live without it..... i would still consider it a bug , because when everything else in the data editor is MUI and that isnt... then you get my point. The only reason i mentioned it though, because the rail gun is very cool, and now i cant use it if i have 2 raynors on the map? that sucks.. so i would like if blizzard can fix it.....
and yes i know it only pertains to using the curser effect
its not a top priority though.... i can do without.
Another serious prob is the items dropping on death, any solutions?
I saw a "loot" field on the unit part of a unit in the data editor, havn't tried it, but it sounds like something that has to do with items dropping on death, does it work?
Edit: Nevermind, noticed that you were talking about the items that the hero was carrying, and not what I ment.
i currently use a trigger to pick all the items around a dieing hero of range 0. Store them in a local variable, then when the hero revived manually add them back to the hero then clean up the variable.
The item dropping on death is still a bug though. so i left it on the list. If it wasnt a bug , then there would be no field for "drop item on death yes/no" , if you get what im saying. So its clearly a bug
As many people have already stated there are workarounds and i've also been working a month on a footmen type map. Admittedly i've not been using experience but saying "the map editor is completely broken for hero support2 is just a troll because you can't figure it out.
My advice, don't take a tantrum because YOU can't use the editor and maybe you'll get better answers. Otherwise I will not be posting any solutions for you.
-Heros drop items when they die. does not matter if you have "drop item on death yes/no" .. it will drop regardless.
- Veterancy experience share filter does not work, enemy units will always get experience from your kills, The only work around for this is to create a buff that does a search area effect on death, which applys a modify unit effect and state the experience you want to grant... The problem with this is that , This assumes there are only 2 teams involved. Why? cause the search area effect can only target enemys... So if you have a game with 4 teams.... This Simply does not work.... Every enemy will get experience even if they did not kill the unit.
-theres a bug with setting charges in the ability train.. The first few charges work correctly in accordance with thier cooldowns, but anytime you reach the very last charge where it goes to "zero". All of a sudden it pulls out some random cooldown number that isnt even specified.... this is a pretty bad bug.
- jim raynor rail gun ability is bugged badly.... the curser effect is not "mui" , mui meaning multi unit instantable.. the red laser will bug if there are 2 jim raynors with this ability in your map.
- map publish system is bugged also .. i had uploaded a test map to battlenet to see how it works, then i went to manage "published" .. and then i deleted it. Now when i tried too upload my latest map... its saying "there is not enough space in your account" , when i have absolutely nothing uploaded . its even stating i have all the space left.. basically im forced to change the name of the map, to be able too upload for an error that states "not enough space".....
-No real way of doing an "experience share" based on the amount of heros currently present around a kill radius due to bug number 2 that i posted. for e.g if 2 heros are around the kill area , the xp should get divided up into two. If 3 heros are around the kill area, the xp should be divided up into 3 . Currently everybody just gets the same amount of experience regardless of how many heros are around.
-There seems to be a problem when training a unit and using the trigger "move unit instantly too start location of triggering player" .. The function " triggering progress unit" just ends up giving a error of "cant find location". . This by the way i use the same location call for my hero revive trigger to spawn at the " triggering player start location", it suddenly works there , .. So the point is, The function " triggering progress unit" when training a unit does not work with move unit instantly to start location of triggering player. What i use such a trigger for? Too imitate hero taverns in warcraft 3 when you purchase a hero and want to instantly send it to players start location
Too sum up, the hero system in this editor is completely broken and so not ready for any sort of balanced gameplay. There are workarounds for a few things i have mentioned like item drop on death with triggers. But the worst of them all is "Veterancy share filters" and i have not been able to come up with any solution for a 3v3v3v3 type map.
Edited to add more bugs and trim the ones that wont bugs.
Check out this video to see how blizzard did their own hero system. Its is in fact has global cooldown for the item. maybe you're doing it the worng way
http://forums.sc2mapster.com/development/project-workplace/6016-video-interesting-concept-abilities-learned-from-campaign/
@progammer: Go
nope i am not doing it the wrong way... i even scrapped my heal potion to use "blizzards instant heal potion instead".. and its still doing the bug....
if you leave the item as default. it will work correctly, but as soon as you change the cooldown to 30 seconds (default is 1 second, which is useless) the cooldown never works again.. and this bug applys for changing anything within the "effect cost" of the item.. absolutely nothign in the item effect cost can be changed , or it will bug.
so please try it out before commenting.....
@Jinxxx123: Go
pretty sure your doing it wrong have your change the Requirements for the items button?
@SouLCarveRR: Go
noooo. go and download the same map programmer linked, and change the item effect cost field of "heal potion test instant" . change anything in it and you will see what i mean...... i have done nothing of the sort.
1 more terrible bug - share experience filters (ally, enemy, neutral, hallucination) does not work too :D . So, i hope Blizzard will fix it soon.
http://www.youtube.com/user/RussianMapster
@Jinxxx123: Go
Have you set the cooldown location to 'unit'? (In the item itself) My linked cooldowns seem to work ok...
@Callex: Go
no i havent, ill give that a try, it always seem to go "cooldown ability".. ill try changing it to unit instead.
@Callex: Go
okay it seemed to work till i ran into another problem. i have both a heal potion and a energy potion in which i set its location cooldown to "unit". its applying the cooldown to both of them at the same time when it should only apply the cooldown to the heal potion only.. any idea what to do??
Edit nevermind i figured it out, i needed to change the actual unit it was being linked too also , which apparently both were linking to the heal potion unit..
okay so scratch off item cooldowns from the list. thank you callex for the fix.. im glad i turned out wrong, rather than having to wait months for a patch to come out. so again thanks :)
Another serious prob is the items dropping on death, any solutions?
@Jinxxx123: Go
No problem!
I managed to get around the item issue via triggers. Upon the units death, pick any items exactly where the unit died, and remove them:
You should be able to make the range smaller than 0.1, I just used it for testing purposes. Item collision should also prevent the trigger from grabbing the wrong items, too. You also might want to tweak the trigger a bit so that it only runs when hero units die.
When I duplicate some units in the data editor and go to rename them, sometimes it crashes when I hit suggest which is rather annoying... meh I've learned to save often.
bumping this bug list , seriously blizzard has to see this, their editor is completely broken for hero support.........
Bump , can someone post this on bnet forum? i cant
The editor is not "completely broken for hero support"
post solutions ........ cause right now you sound like you are trolling...
try to make a footmen frenzy type map with the experience share bug. just try... i want to see you do it.
some of the stuff like items i had workarounds for , but the biggest issue is experience share .
That's not a bug, by the way. It's not supposed to be MUI in the first place.
@s3rius: Go
fair enough i can live without it..... i would still consider it a bug , because when everything else in the data editor is MUI and that isnt... then you get my point. The only reason i mentioned it though, because the rail gun is very cool, and now i cant use it if i have 2 raynors on the map? that sucks.. so i would like if blizzard can fix it.....
and yes i know it only pertains to using the curser effect
its not a top priority though.... i can do without.
I saw a "loot" field on the unit part of a unit in the data editor, havn't tried it, but it sounds like something that has to do with items dropping on death, does it work?
Edit: Nevermind, noticed that you were talking about the items that the hero was carrying, and not what I ment.
@Zarakk: Go
i currently use a trigger to pick all the items around a dieing hero of range 0. Store them in a local variable, then when the hero revived manually add them back to the hero then clean up the variable.
The item dropping on death is still a bug though. so i left it on the list. If it wasnt a bug , then there would be no field for "drop item on death yes/no" , if you get what im saying. So its clearly a bug
@Jinxxx123:
Your thread is a troll.
As many people have already stated there are workarounds and i've also been working a month on a footmen type map. Admittedly i've not been using experience but saying "the map editor is completely broken for hero support2 is just a troll because you can't figure it out.
My advice, don't take a tantrum because YOU can't use the editor and maybe you'll get better answers. Otherwise I will not be posting any solutions for you.