lock your map to faster gamespeed, usually players wont alter these settings anyways.
That's exactly what is bugged. You can even remove the other values and it still happens.
I was in a lobby with another guy. I made him host, he made me host again and I started the game and game ran on Normal instead of Faster. :S
That's exactly what is bugged. You can even remove the other values and it still happens.
I was in a lobby with another guy. I made him host, he made me host again and I started the game and game ran on Normal instead of Faster. :S
Exactly. From what I've found:
Locking the speed to Faster with all values
Locking to Faster, removing all other values
Hiding with all values
Hiding w/o values
Unlocking with all values
Unlocking w/o all values
it randomly locks into normal speed, in just about all possible settings:/
If you add damage to a unit with buff behavior, than the unit's weapon's damage effect's attribute bonus or attribute factors no longer have effect on the damage buff!!!!!!!!!!!!!!!!!!!!!!!!!!!
So if you have weapon with 1 damage and does 2 damage against light because 1 factor on light. And you add 1 damage by behavior buff, it will do only 3 damage on light units instead of 4 like in 1.4!!!!!!!!
I posted it on another topic but I'll post it here again to save epople from a silly problem. If your map has more than one active language DONT RENAME IT through the Map Info window, because any name you type there will be copied to the other locales as well. Use the Text Editor to rename and avoid this issue. Because of this bug I uploaded a map with both portuguese and english names as the portuguese name, then I couldnt change it so I had to rename the map file and rename the map for both languages so I could upload it as a new map and delete the previous version.
I used to directly duplicate unit actors and then adjust their events so the actors were created for their units. If you used to duplicate your actors in the same way, then all your actors will be corrupted after patch 1.5.
A few updates after converting it to 1.5 and I still find random actor event changes. It seems that only custom events get screwed. Other random changes in other actor fields may happen as well.
1. It gave me MASSIVE warnings about my max stack count for a behavior being -1, instead of the 65536 or whatever value (max value of an unsigned short type right?).
2. It decided to add extra effect.stop events EVERYWHERE then causing something called actionimpactphysics which i've never seen/used. It didn't make much of a difference in most cases, but did have to track it down in a few abilities and remove the effect.stop event.
3. It decided to remove a weapon.stop event from a hero who primarily melees. It had a rather amusing effect, he would swing to attack once, then never attack again. Adding a weapon.stop event cleared that right up.
4. It goofed up some custom abilities missile targeting impact site ops, which were always default to begin with. Worked just fine after I copy pasted from the yamato action actor impact site ops, and set shield flash type to full (yet another field I hadn't seen).
5. It insists on me using models in my inventories, and it also insists on them overlapping the actual armor icons, stupid thing. I still don't have a good fix for this, yet. Only solution at the moment is to simply set height/width to 0.
6. It decided to just plain remove the actor from some of the items I had made, easily fixed, but still annoying.
I just had a really weird error when I created several Doodad actors which had the same name, just different numbering (by the way, THANK YOU Blizzard for making copies named like "DataName02", "DataName03", "DataName04" instead of "Data01 Copy", "Data01 Copy Copy". Oh my god I think this change saves like 50% of my time). At some point (at number 10) I was unable to place the Doodad into the editor. When I changed the name to something completely different I was able to place it, and after changing the name back I was also able to place it. Just not right after creating it. Really weird. And it kept happening for freshly copied actors, always had to change the name first.
Also, does anyone else have problems with Actor Lighting not showing up inside the Editor engine? Pre 1.5 I could easily see all the Omni Lights etc inside the Editor, right now I can't see any Lighting from actors and I don't know what to change.
My turret actors don't work properly with 1.5 anymore. If the unit stands still, the turrets seem to reset to default position, but still shoot at targets. As long as the unit moves, they properly adjust to the target position.
I used to directly duplicate unit actors and then adjust their events so the actors were created for their units. If you used to duplicate your actors in the same way, then all your actors will be corrupted after patch 1.5.
You will get this problem if you have some actors where the unitname doesn't match the newly created unit, although the events where accordingly set to create the unit before patch 1.5. The same applies to most actors where you didn't adjust their tokens to their corresponding effect values.
Nothing serious, but it seems they changed something in the "Fade Out"-Trigger. Before 1.5, it forced the UI to play the 'Disappear'-animation (like the Protoss-UI disappearing with a flashy animation), now it simply doesn't, but if you use "Fade In" to make the UI appear again, then the UI plays the animation.
It appears Blizzard 'ninjafixed' this behavior in their Campaign Maps by adding a "Set Screen Mode"-Trigger (I'm not at my Pc right now; could have a slightly different name).
Does no one else have the problem of Omni Lights not showing and HP bars missing (even with Graphics > high and HP Status Bars set to "Show Always" in the Options)? Not directly a broken map issue, I just wondered whether or not someone else has these problems.
Tried it on 2 different PCs and both have these problems.
Okay I just sat down and "fixed" the broken things that I was complaining about.
1. Missing Status Bars
This one was quite easy and to be honest I shouldn't have asked it in the first place before investigating myself, because they simply made it more configurable with triggers. I used the "Hide Game UI" Trigger and for 1.5 apparently Status Bars are a part of the Game UI. So making them show again was really easy with the "Show UI Frame" trigger.
2. Missing Actor Lighting
That one was not a problem of the Lighting itself (although Doodad Omni Lights still don't work... that's the part that still confuses me and tricked me into thinking that all the Lights are bugged), but a problem of the Actor Creation Events. Right now I'm using a workaround for my ModelAddition Omni Lights and just avoid placing new Omni Light Doodads, but I hope with the release of HotS we can use the new "Light"-type Actors which should give a whole lot more options and possibilities for cool Lighting visuals I hope.
If you remove power user behavior from protoss building you'll be able to build it outside of power grid and it won't need power. That's working as intended, but with patch 1.5 if you remove that behavior then protoss building will forever look like it's unpowered. Preplaced and trigger-created buildings are fine, but the ones constructed in-game will look unpowered no matter what you'll try to do with the unit.
It appears that there is an actor called "ProtossBuildingPowerUp (Unnamed)" which will.. automatically apply unpowered state to all newly created units(?) (so if they don't have it, then they'll be ignored but if they do have an upowered animation set then they'll need a special behavior called power user in order to transition unit out of unpowered state).. I don't quite understand how it works because one of the events is "UnitBirth.Any.Normal->Set Tint color to "unpowered building tint color"", thus it should tint every newly created building, but it doesn't. Might be another ninja actor interfering or it's something I forgot/don't know.
But yea, you'll probably need to either:
a) mess with that actor so it doesn't override your buildings (add validators or remove it altogether?)
b) complain to blizz so that they revert it to be like it was before 1.5. (Seems like the old way of controlling visual power states is still there, so if you remove all new stuff it should work like it did before, but who knows what else blizz added. It sure makes things more confusing for those who don't know what's going on).
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That's exactly what is bugged. You can even remove the other values and it still happens.
I was in a lobby with another guy. I made him host, he made me host again and I started the game and game ran on Normal instead of Faster. :S
We have problems with critical errors with SCU when trying to run it on the 1.5 beta.
I hope its just a glitch, though.
Exactly. From what I've found:
it randomly locks into normal speed, in just about all possible settings:/
FUUUUUUUUUUUUUUUUUUUUUUUUUUUUCK
If you add damage to a unit with buff behavior, than the unit's weapon's damage effect's attribute bonus or attribute factors no longer have effect on the damage buff!!!!!!!!!!!!!!!!!!!!!!!!!!!
So if you have weapon with 1 damage and does 2 damage against light because 1 factor on light. And you add 1 damage by behavior buff, it will do only 3 damage on light units instead of 4 like in 1.4!!!!!!!!
I posted it on another topic but I'll post it here again to save epople from a silly problem. If your map has more than one active language DONT RENAME IT through the Map Info window, because any name you type there will be copied to the other locales as well. Use the Text Editor to rename and avoid this issue. Because of this bug I uploaded a map with both portuguese and english names as the portuguese name, then I couldnt change it so I had to rename the map file and rename the map for both languages so I could upload it as a new map and delete the previous version.
@SoulFilcher: Go
I had a similar problem while renaming my map but I used the "copy to all locale" button near the map name and it has been fixed :P
I used to directly duplicate unit actors and then adjust their events so the actors were created for their units. If you used to duplicate your actors in the same way, then all your actors will be corrupted after patch 1.5.
error-ignore
A few updates after converting it to 1.5 and I still find random actor event changes. It seems that only custom events get screwed. Other random changes in other actor fields may happen as well.
Few fun things it did with my project:
1. It gave me MASSIVE warnings about my max stack count for a behavior being -1, instead of the 65536 or whatever value (max value of an unsigned short type right?).
2. It decided to add extra effect.stop events EVERYWHERE then causing something called actionimpactphysics which i've never seen/used. It didn't make much of a difference in most cases, but did have to track it down in a few abilities and remove the effect.stop event.
3. It decided to remove a weapon.stop event from a hero who primarily melees. It had a rather amusing effect, he would swing to attack once, then never attack again. Adding a weapon.stop event cleared that right up.
4. It goofed up some custom abilities missile targeting impact site ops, which were always default to begin with. Worked just fine after I copy pasted from the yamato action actor impact site ops, and set shield flash type to full (yet another field I hadn't seen).
5. It insists on me using models in my inventories, and it also insists on them overlapping the actual armor icons, stupid thing. I still don't have a good fix for this, yet. Only solution at the moment is to simply set height/width to 0.
6. It decided to just plain remove the actor from some of the items I had made, easily fixed, but still annoying.
I just had a really weird error when I created several Doodad actors which had the same name, just different numbering (by the way, THANK YOU Blizzard for making copies named like "DataName02", "DataName03", "DataName04" instead of "Data01 Copy", "Data01 Copy Copy". Oh my god I think this change saves like 50% of my time). At some point (at number 10) I was unable to place the Doodad into the editor. When I changed the name to something completely different I was able to place it, and after changing the name back I was also able to place it. Just not right after creating it. Really weird. And it kept happening for freshly copied actors, always had to change the name first.
Also, does anyone else have problems with Actor Lighting not showing up inside the Editor engine? Pre 1.5 I could easily see all the Omni Lights etc inside the Editor, right now I can't see any Lighting from actors and I don't know what to change.
@Bommes: Go
Go into your preferences, find the graphic settigs, make sure that "Shaders" are set to high (And "Lighting" possibly as well)
Already did that :/
No one else has this problem?
My turret actors don't work properly with 1.5 anymore. If the unit stands still, the turrets seem to reset to default position, but still shoot at targets. As long as the unit moves, they properly adjust to the target position.
Can anyone confirm if this is still occurring?
You will get this problem if you have some actors where the unitname doesn't match the newly created unit, although the events where accordingly set to create the unit before patch 1.5. The same applies to most actors where you didn't adjust their tokens to their corresponding effect values.
It's easy to fix them, though.
Nothing serious, but it seems they changed something in the "Fade Out"-Trigger. Before 1.5, it forced the UI to play the 'Disappear'-animation (like the Protoss-UI disappearing with a flashy animation), now it simply doesn't, but if you use "Fade In" to make the UI appear again, then the UI plays the animation.
It appears Blizzard 'ninjafixed' this behavior in their Campaign Maps by adding a "Set Screen Mode"-Trigger (I'm not at my Pc right now; could have a slightly different name).
Does no one else have the problem of Omni Lights not showing and HP bars missing (even with Graphics > high and HP Status Bars set to "Show Always" in the Options)? Not directly a broken map issue, I just wondered whether or not someone else has these problems.
Tried it on 2 different PCs and both have these problems.
Okay I just sat down and "fixed" the broken things that I was complaining about.
1. Missing Status Bars
This one was quite easy and to be honest I shouldn't have asked it in the first place before investigating myself, because they simply made it more configurable with triggers. I used the "Hide Game UI" Trigger and for 1.5 apparently Status Bars are a part of the Game UI. So making them show again was really easy with the "Show UI Frame" trigger.
2. Missing Actor Lighting
That one was not a problem of the Lighting itself (although Doodad Omni Lights still don't work... that's the part that still confuses me and tricked me into thinking that all the Lights are bugged), but a problem of the Actor Creation Events. Right now I'm using a workaround for my ModelAddition Omni Lights and just avoid placing new Omni Light Doodads, but I hope with the release of HotS we can use the new "Light"-type Actors which should give a whole lot more options and possibilities for cool Lighting visuals I hope.
If you remove power user behavior from protoss building you'll be able to build it outside of power grid and it won't need power. That's working as intended, but with patch 1.5 if you remove that behavior then protoss building will forever look like it's unpowered. Preplaced and trigger-created buildings are fine, but the ones constructed in-game will look unpowered no matter what you'll try to do with the unit.
It appears that there is an actor called "ProtossBuildingPowerUp (Unnamed)" which will.. automatically apply unpowered state to all newly created units(?) (so if they don't have it, then they'll be ignored but if they do have an upowered animation set then they'll need a special behavior called power user in order to transition unit out of unpowered state).. I don't quite understand how it works because one of the events is "UnitBirth.Any.Normal->Set Tint color to "unpowered building tint color"", thus it should tint every newly created building, but it doesn't. Might be another ninja actor interfering or it's something I forgot/don't know.
But yea, you'll probably need to either:
a) mess with that actor so it doesn't override your buildings (add validators or remove it altogether?)
b) complain to blizz so that they revert it to be like it was before 1.5. (Seems like the old way of controlling visual power states is still there, so if you remove all new stuff it should work like it did before, but who knows what else blizz added. It sure makes things more confusing for those who don't know what's going on).