So i'm almost done with my map, but i've come across something odd. When i run the map through the editor (Test Document Ctrl+F9), everything works fine, but when i publish it and test it out on Bnet, some things inexplicably don't work.
For example, i added the Research Gravitic Thrusters (for Scouts) to the Fleet Beacon, and everything worked in the editor, it could research fine it gave Scouts more speed, but when i went into the published map on bnet it didn't show up in the Fleet Beacon at all.
Also, i made the Protoss Hero units from the campaign trainable at the Stargate, and once again everything was fine in the editor test, but in the published map for some reason the Protoss Hero units didn't receive air weapon upgrades like other Protoss air units, although their shields and armor upgraded fine and worked properly.
Does anybody know what could be causing this?
Thanks for any advice!
I'll attach the whole map to this thread, but the only problem is the Protoss Hero units and Scouts not receiving weapon upgrades and the Fleet Beacon - Gravitic Thrusters Research not showing up in the published map (and for some reason the 250mm Strike Cannons Research button is not working too). To reiterate, everything works fine while testing in the editor.
I'm taking a look at your map right now. I'll tell you I find anything suspicious.
Update:
Okay.... This might be the cause- but even if it's not, you still need to fix it. Your "learn gravity thrusters" requirement was not properly built. What you need to do is change "not" to "equals". Then, right click on "equals" and hit "add requirement node". Set that one to a constant, and set the constant to 0. This means your ability will only show if the player as not started to research it already (IE the number of queued researches is equal to 0).
Alright, so i changed the requirements as suggested and it worked fine in the editor, but not in the published map, once again it didn't appear in the Fleet Beacon at all. I'm beginning to think this is a problem that's somewhere in the editor when you load the dependencies maybe.
Also, i've found something interesting, upon making a new map and editing nothing at all in the Data Editor, just creating the map with all dependencies and then publishing it, the problem with the Protoss Air Weapon upgrades are present there as well, as in Scouts and the Protoss air heroes do not receive weapon upgrades in the published version but are fine in the Editor's testing function.
Could this be a bug in the editor itself?
Has nobody come across this problem before?
Thanks for looking zeldarules28 ;-) i really appreciate any help with this!
This exact problem, no. But in my map I added a sort of side objective that teleports the players heroes to a sort of island with 4 warpgates (With the super warpgate ability) and enemies start spawning. Every minute, a wave of enemies is spawned, all still standing warpgates warp in a round of units at the main base, the players are rewarded with minerals and experience and a photon cannon begins warping in around the warpgates (If there are slots remaining)
In the test version in the editor, it works fine. I tried it on a published version, and no units were warped in. The strange thing is, the triggers worked. Would there have been an error the end of the trigger wouldn't have fired, but it did (I get a text message stating I got rewarded minerals and XP, and a new photon cannon began warping in around the warpgates)
At another point in the map, 6 (duplicated and slightly modified) high templar are warped in. They channel something for five minutes, and then become controllable by the players. In the local test they work fine. In multiplayer, even though the owning player has shared vision with the players (and I even tried just revealing the entire map for that player) and the templars have a sight range of 9 themselves the templar act as if they have no vision at all - They can't attack enemies or cast psi storm, and instead just run to the target point of the order (As if they were trying to get vision of the target)
So yeah, I believe something may be wrong with the editor itself... And no, I have not found a solution, since everything actually works.
Also, if I dragged the map onto the SC2 icon (to launch the map offline without opening the editor, and also not having the cheat commands the editor test allows) it seems to work the same way as published - The warpgates and templar dont do anything.
So is there really nothing that can be done about the publishing problem then? Should i maybe post this in the Editor Bugs section?
I don't believe i'm the first one to put Scouts or the Protoss Heroes in a melee type map, but i haven't found any other mentions of this sort of problem. It seems like such a simple thing that should work. Is there anywhere or anybody specific that i could try asking about it?
Just thought i would report belated progress on this problem. After long and tedious trial and error, i found that duplicating the problem object and replacing the original in the editor resulted in a solution for the publishing problem. Duplicating the Scout Thrusters upgrade (without changing anything, just making an exact copy with the same effects and everything) and modifying the fleet beacon research ability to use the duplicate and not the orignal upgrade worked in the published map, and so did the same procedure for the Research 250mm Strike Cannons upgrade button that had some problems.
Things got a bit complicated with the Protoss Hero's weapons, since i needed to duplicate just the specific things that didn't work when published (the stuff that gets upgraded with the Protoss Air Weapons upgrades like damage increments and number and icon displays on the interface), as duplicating the whole thing resulted in a broken weapon.
Now everything works fine in both the editor and the published map. This must mean that there's something in the orignal ID's in the editor that messes it up in published maps but not in the editor testing function. I honestly feel that all this is way above my head, i'm just glad that i was lucky enough to stumble across such a messy fix for a problem that shouldn't really be there.
I just wanted to write it all out in case anyone ever struggles with this in the future or if people are looking for bugs in the editor that need fixing. Sorry for resurrecting the thread after so long.
All the best!
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Hi guys
So i'm almost done with my map, but i've come across something odd. When i run the map through the editor (Test Document Ctrl+F9), everything works fine, but when i publish it and test it out on Bnet, some things inexplicably don't work.
For example, i added the Research Gravitic Thrusters (for Scouts) to the Fleet Beacon, and everything worked in the editor, it could research fine it gave Scouts more speed, but when i went into the published map on bnet it didn't show up in the Fleet Beacon at all.
Also, i made the Protoss Hero units from the campaign trainable at the Stargate, and once again everything was fine in the editor test, but in the published map for some reason the Protoss Hero units didn't receive air weapon upgrades like other Protoss air units, although their shields and armor upgraded fine and worked properly.
Does anybody know what could be causing this?
Thanks for any advice!
I'll attach the whole map to this thread, but the only problem is the Protoss Hero units and Scouts not receiving weapon upgrades and the Fleet Beacon - Gravitic Thrusters Research not showing up in the published map (and for some reason the 250mm Strike Cannons Research button is not working too). To reiterate, everything works fine while testing in the editor.
Please lend a hand if you can, and thanks again!
@TheEschatologist: Go
I'm taking a look at your map right now. I'll tell you I find anything suspicious.
Update:
Okay.... This might be the cause- but even if it's not, you still need to fix it. Your "learn gravity thrusters" requirement was not properly built. What you need to do is change "not" to "equals". Then, right click on "equals" and hit "add requirement node". Set that one to a constant, and set the constant to 0. This means your ability will only show if the player as not started to research it already (IE the number of queued researches is equal to 0).
Alright, so i changed the requirements as suggested and it worked fine in the editor, but not in the published map, once again it didn't appear in the Fleet Beacon at all. I'm beginning to think this is a problem that's somewhere in the editor when you load the dependencies maybe.
Also, i've found something interesting, upon making a new map and editing nothing at all in the Data Editor, just creating the map with all dependencies and then publishing it, the problem with the Protoss Air Weapon upgrades are present there as well, as in Scouts and the Protoss air heroes do not receive weapon upgrades in the published version but are fine in the Editor's testing function.
Could this be a bug in the editor itself?
Has nobody come across this problem before?
Thanks for looking zeldarules28 ;-) i really appreciate any help with this!
This exact problem, no. But in my map I added a sort of side objective that teleports the players heroes to a sort of island with 4 warpgates (With the super warpgate ability) and enemies start spawning. Every minute, a wave of enemies is spawned, all still standing warpgates warp in a round of units at the main base, the players are rewarded with minerals and experience and a photon cannon begins warping in around the warpgates (If there are slots remaining)
In the test version in the editor, it works fine. I tried it on a published version, and no units were warped in. The strange thing is, the triggers worked. Would there have been an error the end of the trigger wouldn't have fired, but it did (I get a text message stating I got rewarded minerals and XP, and a new photon cannon began warping in around the warpgates)
At another point in the map, 6 (duplicated and slightly modified) high templar are warped in. They channel something for five minutes, and then become controllable by the players. In the local test they work fine. In multiplayer, even though the owning player has shared vision with the players (and I even tried just revealing the entire map for that player) and the templars have a sight range of 9 themselves the templar act as if they have no vision at all - They can't attack enemies or cast psi storm, and instead just run to the target point of the order (As if they were trying to get vision of the target)
So yeah, I believe something may be wrong with the editor itself... And no, I have not found a solution, since everything actually works.
Also, if I dragged the map onto the SC2 icon (to launch the map offline without opening the editor, and also not having the cheat commands the editor test allows) it seems to work the same way as published - The warpgates and templar dont do anything.
So is there really nothing that can be done about the publishing problem then? Should i maybe post this in the Editor Bugs section?
I don't believe i'm the first one to put Scouts or the Protoss Heroes in a melee type map, but i haven't found any other mentions of this sort of problem. It seems like such a simple thing that should work. Is there anywhere or anybody specific that i could try asking about it?
Hey everyone i'm back!
Just thought i would report belated progress on this problem. After long and tedious trial and error, i found that duplicating the problem object and replacing the original in the editor resulted in a solution for the publishing problem. Duplicating the Scout Thrusters upgrade (without changing anything, just making an exact copy with the same effects and everything) and modifying the fleet beacon research ability to use the duplicate and not the orignal upgrade worked in the published map, and so did the same procedure for the Research 250mm Strike Cannons upgrade button that had some problems.
Things got a bit complicated with the Protoss Hero's weapons, since i needed to duplicate just the specific things that didn't work when published (the stuff that gets upgraded with the Protoss Air Weapons upgrades like damage increments and number and icon displays on the interface), as duplicating the whole thing resulted in a broken weapon.
Now everything works fine in both the editor and the published map. This must mean that there's something in the orignal ID's in the editor that messes it up in published maps but not in the editor testing function. I honestly feel that all this is way above my head, i'm just glad that i was lucky enough to stumble across such a messy fix for a problem that shouldn't really be there.
I just wanted to write it all out in case anyone ever struggles with this in the future or if people are looking for bugs in the editor that need fixing. Sorry for resurrecting the thread after so long.
All the best!