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    posted a message on Launch assets from attachment point firing backwards

    Hey guys, I have a bit of a problem with a certain model's attachment points.

    The attachment points are facing backwards, so gunfire shoots backwards through the model instead of outwards towards the attack target. I've poked around for a soluiton, but I cant find any way to flip the Y-axis on these launch assets,

    Any ideas?

    Posted in: Data
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    posted a message on Can't Find Placement Location when trying to build in Fog of War

    @ImperialGood: Go

    Unfortunately the Unbuildable footprints were only 1x1 and 3x3, so they didn't end up working. These buildings in question are 2x2.

    Posted in: Data
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    posted a message on Can't Find Placement Location when trying to build in Fog of War

    Hey guys, stumbled across a weird bug.

    If I set a building's Pathing Footprint to (None), it makes it so that whenever I command a worker to build that structure in an area covered by Fog of War I get a Can't Find Placement Location error, preventing me from building it.

    Setting the Pathing Footprint to (None) was the only way I could find to make it so units can pass through buildings, as the radius/collide values were ineffective. But this error is a nasty tradeoff for having my units pass through buildings. Any tips?

    Posted in: Data
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    posted a message on (Solved) Custom barracks "flys" during the build animation

    @Photoloss: Go

    Thanks Photoloss, I managed to get it working with your advice.

    I had the Terran Building Build Actor properly cloned, since I noticed that in the Barracks actor. But I had no idea about the Terran Construction "progress" actor. I just needed to add my custom SCV build ability to that list, and voila.

    It was actually a lift-off animation that was playing before, not fly, as I found out.

    Posted in: Data
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    posted a message on (Solved) Custom barracks "flys" during the build animation

    Hey guys, been stuck on this one for awhile.

    What's happening: When my custom SCV builds my custom barracks, the moment construction starts a fully built barracks model appears and starts blasting out fire jets as if the barracks is flying. However, the Terran building animation still plays out underneath the flying model properly.

    What I've tried: I've looked over the barracks actor many times and the events seem fine. I've even removed every single message that correlated to flying, with no luck. I've tried hiding the actor until construction was complete, but that also hid the building animation.

    Has anyone seen this problem before?

    Posted in: Data
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    posted a message on (Solved) Autocast Buff causing unit to freeze

    @Photoloss: Go

    Your suggestion to create an enumerate area validator worked like a charm. Thanks Photoloss!

    Posted in: Data
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    posted a message on (Solved) Autocast Buff causing unit to freeze

    Hey guys, been bashing my face against this issue for some time now and I've figured It's time to get help.

    • I have a unit that autocasts a Haste buff on friendy units, with a 3 second cooldown. The buff lasts 30 seconds. This works fine.
    • The unit also has a weapon that he shoots when Haste is on cooldown. Sounds good.
    • Haste autocast and manual cast have a validator to check the Haste behavior count on the unit, so it wont re-cast on units that are already hasted. This also works.

    Where this is breaking: Once all nearby units are Haste buffed, and the ability comes off cooldown again, the casting unit will "lock onto" a given unit STILL WITH HASTE and do absolutely nothing until the buff wears off the unit so it can reapply the buff. This means the unit is sitting there like an idiot instead of firing its weapon when there is nothing available to Haste.

    Any ideas? I can provide much more detail if needed. Thanks for your time!

    Posted in: Data
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    posted a message on Unit with multiple weapons not behaving properly

    @FunkyUserName: Go

    That is correct. I want them to use whichever weapons are not on cooldown.

    Posted in: Data
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    posted a message on Unit with multiple weapons not behaving properly

    Hey guys,

    I've been having problems with my units not attacking properly when equipped with more than one weapon.

    For example, a unit has 2 weapons and one weapon is longer range than the other. When ordered to attack-move, and it sees a target, the unit will only move into range for its longest range weapon. Is there a way to designate which weapon is it's "primary", or which one to move into range for?

    Another issue: even when in range for BOTH weapons to be firing the unit will screw around and not fire them on cooldown. I have linked cooldown, only fire at attack target, only fire when attacking all unchecked, and the weapon allows movement. Both weapons have 0.0 damage-point and backswing. Often the unit will only use ONE of the two weapons, and randomly switch it up whenever new orders are received. Is there anyway to fix this?

    One workaround I had was to use behaviours to disable the long range weapon when it is on cooldown. This worked okay for long cooldown skills, but began breaking once the weapon being disabled started firing too quickly. Any tips?

    Posted in: Data
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    posted a message on Blood splat on unit death

    Hello SC2Mapster community! I wasn't able to find any search results for this one, so I hope sometime can help me out!

    I would like to create a blood splat on the ground after a unit dies for 5-10 seconds. Normally this is already included in the death animations, but not for Warcraft3 assets it seems. I'm using the WC3 Riflemen and have gotten his death animation and sounds to play properly, but he doesn't leave a corpse or any blood on the ground. He just falls over and disappears in the span of a second. I've tried a few small attempts through squibs/actor events without luck. Would anyone be able to help?

    Also, if anyone would know how to slow down his death animation slightly that would also be great! It's not actually tied to its own death model so I'm unsure.

    Many thanks!

    Posted in: Data
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    posted a message on Importing Images causing crashes

    Thanks for the tip patrickwobben. I'll give it a shot the next time I can and update whether the issue is solved :)

    Posted in: Miscellaneous Development
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    posted a message on Importing Images causing crashes

    Hey guys, I'm having a serious problem importing images into my map. I've searched all the other threads and my problem seems to be isolated because everyone else seems to be getting it to work fine.

    I have small images that I am importing, around the 6 kb mark on average, and I have tried importing them as both .dds and .tga, both with no success.

    The editor responds in one of three ways: crashing upon import, crashing upon saving after import, or whining about improper file type and the images being useless.

    I'm very certain these are the correct file types. I have been using two programs, The Compressonator and DDS Converter 2.0. The Compressonator does compress the images into .dds files fine, but they cause the editor to crash. I followed the video guide here <> for The Compressonator.

    DDS Converter 2.0 was recommended by someone else on this site, and It cannot even convert my files because their size is not a power of 2. Seriously?

    If anyone has any insight on this I would be very appreciative.

    Posted in: Miscellaneous Development
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    posted a message on Data Table Glitching?

    So I've been trying to get this table to work, and so far it's consistently returning wrong numbers for one type of operation. There are six values in the table, all stored as integers and all with a name equal to their value.

    I'm running the following test triggers:

    Trigger 1

    Events

    Game - Map initialization

    Local Variables

    Conditions

    Actions

    Data Table - Save 0 as "0" in the Global data table

    Data Table - Save 1 as "1" in the Global data table

    Data Table - Save 2 as "2" in the Global data table

    Data Table - Save 3 as "3" in the Global data table

    Data Table - Save 4 as "4" in the Global data table

    Data Table - Save 5 as "5" in the Global data table

    Trigger 2 Events

    Game - Player Any Player types a chat message containing "check", matching Exactly

    Local Variables

    Conditions

    Actions

    UI - Display (Text((Name of value 1 in Global data table))) for (All players) to Subtitle area

    UI - Display (Text((Name of value 2 in Global data table))) for (All players) to Subtitle area

    UI - Display (Text((Name of value 3 in Global data table))) for (All players) to Subtitle area

    UI - Display (Text((Name of value 4 in Global data table))) for (All players) to Subtitle area

    UI - Display (Text((Name of value 5 in Global data table))) for (All players) to Subtitle area

    UI - Display (Text((Name of value 6 in Global data table))) for (All players) to Subtitle area

    UI - Display (Text(("0" from the Global data table))) for (All players) to Subtitle area

    UI - Display (Text(("1" from the Global data table))) for (All players) to Subtitle area

    UI - Display (Text(("2" from the Global data table))) for (All players) to Subtitle area

    UI - Display (Text(("3" from the Global data table))) for (All players) to Subtitle area

    UI - Display (Text(("4" from the Global data table))) for (All players) to Subtitle area

    UI - Display (Text(("5" from the Global data table))) for (All players) to Subtitle area

    What it is supposed to do is it returns the names of all the values 0/1/2/3/4/5, then it returns all the values of the names 0/1/2/3/4/5.

    What actually happens is it returns this: 3 4 1 0 2 5 0 1 2 3 4 5

    This means that the name is being returned wrong every time, but the value returns are working fine.

    The table also wouldnt let me type in a value = 0 for returning its name, for some reason I could only enter positive numbers above 1, which seems like a bug to me.

    Can anyone share and insight about what the hell is going on here? It seems to just be feeding me numbers in a random order.

    Posted in: Triggers
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    posted a message on Easy way to convert grouped doodads to structure/unit?

    Alright, thanks a lot for your help Vitkar!

    Posted in: Miscellaneous Development
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    posted a message on Easy way to convert grouped doodads to structure/unit?

    I see. Any suggestions on specific 3d editing programs to do this for Starcraft 2?

    Posted in: Miscellaneous Development
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