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    posted a message on Selection Size

    It's interesting to see what are the technical limit, I suppose to be playable on battle net, we should avoid 1000+ units on a map, especially if most of them are moving in the same time.

    Posted in: Miscellaneous Development
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    posted a message on Selection Size

    Yeah if you add 9 shortcut, it put the selection by shortcut to 2295, I think it's enough to slaughter most of computer quickly.

    Posted in: Miscellaneous Development
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    posted a message on Selection Size

    Ok it's actually limited to 256 or 255 I didn't precisely checked (probably 255 since you can have 0 unit selected). It's a 2^n limitation so chances are great than it's hard code and I don't think you can change it.

    Be careful, this number has nothing to do with the 5 slots, which are only a 24*5=120 icon limitation only for the interface. You can select far more than 120.

    Posted in: Miscellaneous Development
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    posted a message on Selection Size

    But there is no limit to the number of unit you can select

    Posted in: Miscellaneous Development
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    posted a message on Minimum Speed?

    create a behaviour and change the field "minimum speed".

    I didn't try it myself so I don't know if it will work.

    Posted in: Miscellaneous Development
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    posted a message on Too many levels for my skill

    Hello

    I have a problem of level for one of my skills. I wanted to create an ability which activate and make the hero launch slow explosive bullets in place of the normal one. So I create my ability, but I had problem with the desactivating button (which didn't appear when the mode was on). So I duplicate another skill I made for my hero (a 3 level ghost cloak, duplicate from the normal one) and It worked perfectly. But there is one problem. My skill "explosive bullets" is an ultimate one, since there is a level 0 for the hero, I took this opportunity to make my ultimate have two level instead of one (since there is 10 level up for a 10 level hero instead of 9). But my spell has 3 level, no matter what I do...

    When I duplicate the ghost cloak ability, I replace the behaviour by 3 other, and I changed the cost. That's all I changed in the ability part of the spell. For my new spell, I replaced the 3 behaviour by 2 and remove all index 2 cost after put them to 0 for the (instead of 40 for the energy cost per example). But it doesn't change a thing... Each time I test my ability has 3 level, and when I come back to the editor, all index 2 cost fields pop from nowhere T_T (but are all set to 0 not to 40 for the energy). I say 0 but I also removed the "desactivate" one or others, I really removed each field I change originally to have 3 level.

    I don't know how to remove this damn 3 level... (Of course I just could duplicate the original Ghost cloak which has only one level, but I really want to find where is the problem)

    edit: I create a behaviour ability because its main function is to add a buff behaviour which divide the speed and improve the damage, that's why it's not an effect one.

    Posted in: Miscellaneous Development
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    posted a message on Need help with random spawning (there's a catch)

    Each 180 sec, you make an rand 4. If it's one, it create your building at the first location if the booleen "alreadybuild1" is on false. And you turn your booleen to true. If your booleen is on true, you excecute instantly your trigger. If it's not one, you make a rand 3, if it's one it create your building at the second location. If the booleen "alreadybuild2" is on false. And you turn your booleen on true. If your booleen is on true, you execute your trigger. If it was not 3, you make a random 2...

    Etc... If the rand choose a bad location (already build) it will restart until a good one is choosen. And the first action of your trigger must be:

    If Alrdeadybuild1 = true Alrdeadybuild2 = true Alrdeadybuild3 = true Alrdeadybuild4 = true Then Turn off this trigger Stop all instances of this trigger Else The rest of your trigger.

    This action wil stop the trigger once all your building are done (but only 180 sec after, so you'll have one more iteration of your trigger)

    THIS IS NOT THE BEST SOLUTION (by far), if you search you can easily find something more efficient.

    Posted in: Miscellaneous Development
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    posted a message on Discuss -- Distribute Melee Maps as Locked?

    @Eiviyn: I ignored how to lock a map, but even if it's how to do it, in a melee map there are trigger (or rather "there is") so I don't think it will be impossible.

    Posted in: Miscellaneous Development
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    posted a message on Discuss -- Distribute Melee Maps as Locked?

    I think it's a choice everyone has to make for himself and only himself. I know closed map doesn't help people to learn how to use the editor, but there will always be people who don't lock their map (I don't lock mine for example, even if I don't think anyone can learn from me xD) but frankly, make your choice only by thinking about yourself. If you are paranoid, then lock everything.

    Of course here, you are talking about a melee map so nobody will mind, there is absolutely no problem, but if you come to create customs, you can lock as well if you really feel the need to.

    Posted in: Miscellaneous Development
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    posted a message on Whats the difference between scaled and unscaled damage?

    It seems to be that scaled can be multiplied, unscaled cannot. I didn't test it, juste saw it in a thread on this forum, one people said it and another tested it. It seemed have work so it must be that.

    Posted in: Miscellaneous Development
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    posted a message on Attributes broken in new patch?

    No it's not, but maybe it is with your graphics, I don't know so change them like that: Clic on the first of the 5 little brown button in the top of the right part -there are 6 but the first is just in the left part so it doesn't count- (in english it sould be call "showing board view" or something like that. Then the graphics will change and you just have to go in the EDSTR_CATEGORY_FieldType_Behavior

    You go down to Attribut, you add each of you attribut like I told you (Strength level 0 index 0 agility level 0 index 1 intelligence level 0 index 2 Strength level 1 index 0 agility level 1 index 1 intelligence level 1 index 2 etc...) just at the bottom you do exactly the same with the "points" (my hero is an agility one so I type "1 level 0 index 0; 2 level 0 index 1; 1 level 0 index 2 ... until: 20 level 8 index 0, 36 level 8 index 1, 18 level 8 index 2 for my tenth level)

    Posted in: Miscellaneous Development
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    posted a message on Attributes broken in new patch?

    Coolioflip: No problem for me, I made my hero before the patch and my attributes are fine ( attribut1: Level 0 index 0; attribut 2: level 0 Index 1; attribut 3: level 0 index 2; attribut 1: level 1 index 0; attribut 2; Level 1 index 1; attribut 3; level 1 index 2; etc... and it works perfectly)

    Posted in: Miscellaneous Development
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    posted a message on Inventory fusion

    Ok if it's a glitch I'm going to report it in the official forum.

    I'm french so if anyone could do the same in the US forum (I'm going to do it in the English EU forum) it would be helpful.

    Posted in: Miscellaneous Development
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    posted a message on any way to disable this "refreshing" on Data Editor?

    you can check the first of the five box in the top of the right part to have nearly the same look as before the patch. I don't exactly understand your problem (My page only refresh when I select a new data element in the left part, it's certainly annoying but did not prevent me to do anything) so I'm not sur it can solve it.

    Posted in: Miscellaneous Development
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    posted a message on No unit sounds [solved]

    That's not an error, you have to take all souds of the old unit (all of those which interest you) and duplicate them as well. After that, you rename them with the ID of the actor of your unit I think.

    For a Goliath with thor souds for example, rename the ID Thor_Ready2 in Goliath_Ready (if your goliath's actor has the ID "goliath")

    You have to do that for each interesting sound of each unit you duplicate, so if someone can do that faster...

    Posted in: Galaxy Editor Bugs and Feedback
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