Hey so I got it working, but not exactly as you described. I set the the Create Persistent effect, was not able to get the Use Calldown ability to use the transport cargo for it's calldown.
I ended up creating a dummy effect that gets run periodically by the Create Persistent effect. Then I set up a trigger to manually move cargo units to the target point whenever the dummy effect runs. As you suggested, I got the persistent to use a Caster Has Cargo validator whenever it runs the dummy effect.
Thanks for helping me solve yet another problem haha.
So I have a map with ground units and water units. The water is on a lower cliff level, and there are no ramps, keeping the ships in the sea, and the ground units on land. Until now, I have had a rather clunky setup for my Transports. They have the cliffwalk ability, and I use an unload-validator to ensure they are always on the ground (higher cliff level) when unloading.
I want to change to a system where the transport is always on the water (remove the cliffwalk ability), and instead must come close to the shore to drop. To be specific, I want to select the Transport, use the drop ability, click somewhere on the shore, and have the Transport move there and start dropping.
An obstacle I've faced it figuring out how to make units get dropped at the ability target point. It seems to me that the Transport ability always unloads units centered around itself. Do I need to use the calldown ability to unload units where I want?
If anyone can suggest the chain of Abilities and Effects that could make this work, that would really help!
So I receently made some changes to my player attributes (I made them simpler, and now handle some of the decision making with triggers in-game). So my player attribute is called NationChoice, and it is first-come-first-serve. The problem I am having is that when I create a new map, the first option is always greyed out, as if there was someone else already having chosen it. Here are some screenshots of the lobby and also some relevant windows from the editor. screeenshots
One thing I'm not sure about is what would happen if all 9 players joined, because it would seem there are effectively 8 options to choose from.
Has anyone seen anything like this or know what might be the cause?
So I'm having a weird issue since I published the latest version of my game. I can no longer find it by searching for it. I can find it however, if I browse the top played strategy games. I have reverted my latest patch just in case it was something I did, but it makes no difference. I am worried because my player base (which is not very large) is going to try and find the game and think it no longer exists.
Has anyone experienced anything like this or know what causes it?
It would also help if someone else could tell me if they are able to search for the game. Its called "WW1: Apocalypse Europe 2" so I usually just search "ww1" and it pops right up.
Does anybody know how to make it so that a behaviour (buff) is retained after a morph transition. I have an artillery unit that transitions between mobile mode and siege mode. I want to be able to apply a permanent buff to it and have it also be there after morphing. Any ideas how to do this? I could do it no problem with triggers but I would rather with data.
So one of the fields under model data is Selection Layer. Seems pretty straight forward. When you box select a region, it grabs all the units of the lowest selection layer and adds them to your control. I notices however that any unit marked Structure behaves differently. If I box select 2 units, both with the same Selection Layer, but one of them is a structure, then only the structure will be selected.
The weird thing is that some of my Units have the structure attribute. So their catalog type is Unit, but they have the structure attribute (think I said that right)
Anyways, I want it so that when I box select It grabs all my units with priority 0, but in reality it treats structure Units as though they high priority.
I hope I explained that clearly enough. Does anyone know about the link between selection layer and attributes, or know how I can include Structure units and Non Structure Units with my box select?
Hey thanks for the reply! I have (sort of) figured out what the problem was. I realized that after removing all the blockers, my game was still not starting. Turns out it was dependency issues (hello dependency issues my old friend...)
So anyways, the error messages I'm getting don't seem to actually be causing any problem.
Nobody has seen anything like this or know what it means?
Unable to load wizard file 'base.sc2data\Wizards\UnitCreation.BlizWiz' (Core: file not found) (Core: file not found):base.sc2data\Wizards\UnitCreation.BlizWiz Unable to load wizard file 'base.sc2data\Wizards\UnitModify.BlizWiz' (Core: file not found) (Core: file not found):base.sc2data\Wizards\UnitModify.BlizWiz
So since the last patch (3.3) I get 3 error warnings when I open my map.
Unable to load wizard file 'base.sc2data\Wizards\UnitCreation.BlizWiz' (Core: file not found) (Core: file not found): base.sc2data\Wizards\UnitCreation.BlizWiz
Unable to load wizard file 'base.sc2data\Wizards\UnitModify.BlizWiz' (Core: file not found) (Core: file not found): base.sc2data\Wizards\UnitModify.BlizWiz
USER: [ 8a4 1] CActorDoodad[PathingandSightBlocker2x2Doodad] Model produces empty (zero) bounds. Consider using DefaultToModelAABBBounds to fix.
That last one appears like 100 times, which makes sense because I have about 100 PathingandSightBlocker2x2Doodads. It is telling me to use DefaultToModelAABBBounds in order to fix things, but I have no Idea what that means. I also don't know if that last message is related to the first two. To add to things, none of my 2x2 doodad blockers are appearing in the terrain view, even though they do appear in list-form in the left panel. Also when I try to the game, the game client launches but then the
If anyone has any idea whats going on here or how I can fix things, help please :S
Does anyone have an idea what is going here or how I can fix this?
So ever since the newest patch I've been getting some new error messages when I open my map.
Unable to load wizard file 'base.sc2data\Wizards\UnitCreation.BlizWiz' (Core: file not found) (Core: file not found):base.sc2data\Wizards\UnitCreation.BlizWiz
Unable to load wizard file 'base.sc2data\Wizards\UnitModify.BlizWiz' (Core: file not found) (Core: file not found):base.sc2data\Wizards\UnitModify.BlizWiz
I have no idea what those 2 mean.
USER: [ 8a1 1] CActorDoodad[PathingandSightBlocker2x2Doodad] Model produces empty (zero) bounds. Consider using DefaultToModelAABBBounds to fix.
I get there there is some sort of problem with the PathingandSightBlocker2x2, which I use many of in my map. Also I notice that the 2x2 and 1x1 blockers dont appear in the terrain editor, even though they appear in the doodad list to the left. When I try to test the map it fails to start.
Has anyone else experienced any problems like this or know how I might fix it? I see that the message suggest using "DefaultToModelAABBBounds" but I cant find any field where that is an option.
So after a week or so of working on this, I have concluded that you cannot have 2 types of supply for each player. So I ended up going with the resource option. I made a trigger that updates the players Terazine to indicated how much "supply" they have left.
Hey everyone. I'm wondering if there is any way to track 2 types of supply for each player. What I want is for most units to consume supply type A, but for some to instead consume supply type B.
I suspect there is a way to do this, as I think this is what used to happen in melee games if you used neural parasite on a probe and started building protoss units. Your zerg units would use zerg supply as normal, but your protoss units used protoss supply. This isn't the case any more (both races share supply now), but im 70% sure it was like that at one point.
Does anybody have any ideas for how to implement 2 types of supply for each player? If nothing else works, I could use one of my unused resources as a hackish form of supply, but this would not be ideal (mostly cause its not intuitive to the players).
Im pretty sure this would not be a problem if the trigger only runs occasionally. If it has to run really often though (like once a second) it could cause performance issue.
0
I'm not really sure what you mean? Since Transport is an ability, and I couldn't find any effect associated with it, I didn't know what effect to use.
0
Hey so I got it working, but not exactly as you described. I set the the Create Persistent effect, was not able to get the Use Calldown ability to use the transport cargo for it's calldown.
I ended up creating a dummy effect that gets run periodically by the Create Persistent effect. Then I set up a trigger to manually move cargo units to the target point whenever the dummy effect runs. As you suggested, I got the persistent to use a Caster Has Cargo validator whenever it runs the dummy effect.
Thanks for helping me solve yet another problem haha.
0
So I have a map with ground units and water units. The water is on a lower cliff level, and there are no ramps, keeping the ships in the sea, and the ground units on land. Until now, I have had a rather clunky setup for my Transports. They have the cliffwalk ability, and I use an unload-validator to ensure they are always on the ground (higher cliff level) when unloading.
I want to change to a system where the transport is always on the water (remove the cliffwalk ability), and instead must come close to the shore to drop. To be specific, I want to select the Transport, use the drop ability, click somewhere on the shore, and have the Transport move there and start dropping.
An obstacle I've faced it figuring out how to make units get dropped at the ability target point. It seems to me that the Transport ability always unloads units centered around itself. Do I need to use the calldown ability to unload units where I want?
If anyone can suggest the chain of Abilities and Effects that could make this work, that would really help!
0
So I receently made some changes to my player attributes (I made them simpler, and now handle some of the decision making with triggers in-game). So my player attribute is called NationChoice, and it is first-come-first-serve. The problem I am having is that when I create a new map, the first option is always greyed out, as if there was someone else already having chosen it. Here are some screenshots of the lobby and also some relevant windows from the editor. screeenshots
One thing I'm not sure about is what would happen if all 9 players joined, because it would seem there are effectively 8 options to choose from.
Has anyone seen anything like this or know what might be the cause?
Thanks!
0
So I'm having a weird issue since I published the latest version of my game. I can no longer find it by searching for it. I can find it however, if I browse the top played strategy games. I have reverted my latest patch just in case it was something I did, but it makes no difference. I am worried because my player base (which is not very large) is going to try and find the game and think it no longer exists.
Has anyone experienced anything like this or know what causes it?
It would also help if someone else could tell me if they are able to search for the game. Its called "WW1: Apocalypse Europe 2" so I usually just search "ww1" and it pops right up.
0
Does anybody know how to make it so that a behaviour (buff) is retained after a morph transition. I have an artillery unit that transitions between mobile mode and siege mode. I want to be able to apply a permanent buff to it and have it also be there after morphing. Any ideas how to do this? I could do it no problem with triggers but I would rather with data.
0
Same here. There is a thread on the blizzard forums about this issue also. It seems to be on blizzards end.
Is anyone able to successfully publish right now?
0
So one of the fields under model data is Selection Layer. Seems pretty straight forward. When you box select a region, it grabs all the units of the lowest selection layer and adds them to your control. I notices however that any unit marked Structure behaves differently. If I box select 2 units, both with the same Selection Layer, but one of them is a structure, then only the structure will be selected.
The weird thing is that some of my Units have the structure attribute. So their catalog type is Unit, but they have the structure attribute (think I said that right) Anyways, I want it so that when I box select It grabs all my units with priority 0, but in reality it treats structure Units as though they high priority.
I hope I explained that clearly enough. Does anyone know about the link between selection layer and attributes, or know how I can include Structure units and Non Structure Units with my box select?
0
Hey thanks for the reply! I have (sort of) figured out what the problem was. I realized that after removing all the blockers, my game was still not starting. Turns out it was dependency issues (hello dependency issues my old friend...)
So anyways, the error messages I'm getting don't seem to actually be causing any problem.
0
bump.
Nobody has seen anything like this or know what it means?
Unable to load wizard file 'base.sc2data\Wizards\UnitCreation.BlizWiz' (Core: file not found) (Core: file not found):base.sc2data\Wizards\UnitCreation.BlizWiz Unable to load wizard file 'base.sc2data\Wizards\UnitModify.BlizWiz' (Core: file not found) (Core: file not found):base.sc2data\Wizards\UnitModify.BlizWiz
0
So since the last patch (3.3) I get 3 error warnings when I open my map.
Unable to load wizard file 'base.sc2data\Wizards\UnitCreation.BlizWiz' (Core: file not found) (Core: file not found): base.sc2data\Wizards\UnitCreation.BlizWiz
Unable to load wizard file 'base.sc2data\Wizards\UnitModify.BlizWiz' (Core: file not found) (Core: file not found): base.sc2data\Wizards\UnitModify.BlizWiz
USER: [ 8a4 1] CActorDoodad[PathingandSightBlocker2x2Doodad] Model produces empty (zero) bounds. Consider using DefaultToModelAABBBounds to fix.
That last one appears like 100 times, which makes sense because I have about 100 PathingandSightBlocker2x2Doodads. It is telling me to use DefaultToModelAABBBounds in order to fix things, but I have no Idea what that means. I also don't know if that last message is related to the first two. To add to things, none of my 2x2 doodad blockers are appearing in the terrain view, even though they do appear in list-form in the left panel. Also when I try to the game, the game client launches but then the
If anyone has any idea whats going on here or how I can fix things, help please :S
Does anyone have an idea what is going here or how I can fix this?
0
So ever since the newest patch I've been getting some new error messages when I open my map.
Unable to load wizard file 'base.sc2data\Wizards\UnitCreation.BlizWiz' (Core: file not found) (Core: file not found):base.sc2data\Wizards\UnitCreation.BlizWiz Unable to load wizard file 'base.sc2data\Wizards\UnitModify.BlizWiz' (Core: file not found) (Core: file not found):base.sc2data\Wizards\UnitModify.BlizWiz
I have no idea what those 2 mean.
USER: [ 8a1 1] CActorDoodad[PathingandSightBlocker2x2Doodad] Model produces empty (zero) bounds. Consider using DefaultToModelAABBBounds to fix.
I get there there is some sort of problem with the PathingandSightBlocker2x2, which I use many of in my map. Also I notice that the 2x2 and 1x1 blockers dont appear in the terrain editor, even though they appear in the doodad list to the left. When I try to test the map it fails to start.
Has anyone else experienced any problems like this or know how I might fix it? I see that the message suggest using "DefaultToModelAABBBounds" but I cant find any field where that is an option.
0
So after a week or so of working on this, I have concluded that you cannot have 2 types of supply for each player. So I ended up going with the resource option. I made a trigger that updates the players Terazine to indicated how much "supply" they have left.
0
Hey everyone. I'm wondering if there is any way to track 2 types of supply for each player. What I want is for most units to consume supply type A, but for some to instead consume supply type B.
I suspect there is a way to do this, as I think this is what used to happen in melee games if you used neural parasite on a probe and started building protoss units. Your zerg units would use zerg supply as normal, but your protoss units used protoss supply. This isn't the case any more (both races share supply now), but im 70% sure it was like that at one point.
Does anybody have any ideas for how to implement 2 types of supply for each player? If nothing else works, I could use one of my unused resources as a hackish form of supply, but this would not be ideal (mostly cause its not intuitive to the players).
Thanks in advance!
0
Im pretty sure this would not be a problem if the trigger only runs occasionally. If it has to run really often though (like once a second) it could cause performance issue.