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    posted a message on Backwards compatibility issues? ( BETA - RETAIL )

    Is anyone else noticing obscure bugs when loading a map that previously had no errors in the beta build of the editor but now no longer works in the retail build? One of my maps where I gave the probe the ability to use the Void rays weapon has the ability to attack disabled, and it had zero problems with the Beta build. Is this a bug? Am I alone on this?

    Posted in: General Chat
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    posted a message on Battle.net Popularity

    Personally I would like to see the old SC1/WC3 system put into place with the popularity system as an optional view that you could toggle to.

    But yes, the popularity system is pretty abysmal. As an add-on to the old system it would have been a great new feature...but as a full on replacement it's a terrible idea.

    I've actually put releasing my Uber Probe map on hold since I believe it would need some initial testing to get things right and I don't think the popularity system could do it justice. So I will wait a while to see if Blizzard makes a comment. Currently I have it working against CPU only and the AI doesn't really work very well for it considering the nature of my map. It's really supposed to be an FFA map with no AI at all.

    If anything is a good sign of it being changed in the future the feedback towards the popularity system on the newly launched SC2 official forums is overwhelmingly negative. Blizzard showed with their change of heart from the Real-ID fiasco that they still listen to their fans, so hopefully they will listen again.

    Posted in: General Chat
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    posted a message on Make unit follow unit trigger?

    Have you tried attaching a region to the hero and then giving your unit the order >>order targeting point >> Move >> Region, and then have a followup trigger where everytime that unit leaves the region it is ordered to move to the region again?

    I haven't done such a thing, but that would be my first guess.

    Posted in: Miscellaneous Development
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    posted a message on Possible to change Water tile size?

    I've searched all around the forums and data editor and it seems like it is impossible to change the bulky water tile size away from its default? That seems a little strange that such a basic thing would not be possible, so I'm sure I just cant find it. Does anyone know? Literally anyone since when I searched the forums for water I found multiple threads asking this question with no replies.

    Posted in: Miscellaneous Development
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    posted a message on Buttons disappearing

    It really depends on what button is vanishing after use and why.

    The most common reason I know of is Upgrades will disappear after one use. This is because they have the requirement -"Use <upgrade>" ( pointing to itself ) and as soon as you remove that requirement the button will no longer disappear after one use.

    Have you looked at the requirement values of the button that is going after one use?

    Posted in: Miscellaneous Development
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    posted a message on Creative Doodad Uses

    Made this as a sort of mid map underwater garden for the map I am working on. Players get resources for having their Hero unit control the area.

    Posted in: Terrain
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    posted a message on Minerals from building being in a region

    Have you tried the "Unit is Created" trigger yet? I will admit I haven't but it may be it.

    Possibly use that, then add conditions that the Triggering Unit is <whatever> Tower and is at Region <whatever> and then the actions could be to start a looping Global timer that gives minerals to the player on loop. Then you could have another trigger based on the event "unit dies", with conditions that the triggering unit == <whatever> which turns the timer off for the player so they no longer get minerals.

    Posted in: Miscellaneous Development
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