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    posted a message on [SOLVED][Trigger] Why isn't my Bank working?

    @dgh64: Go

    OMG, THANK YOU!

    I've been trying to get my bank to work for the past 24 hours. I read every thread on banks front to back, and back to front multiple times. Redid my triggers and no matter what, it wouldn't load from my bank. Till I finally read your post, bank names cannot have spaces! Finally I got my banks to work. :)

    Also, your problem seems to be, you didn't preload your bank.

    Posted in: Triggers
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    posted a message on any word on the solution to the popularity filtering?

    Anyone noticed, the "show new" option doesn't have 50 page list anymore? When I first used it, it has a long list of maps. But today when I used it, there's only like 4-5 pages of stuffs.

    and amazingly enough, while testing the game online, my beta map showed up on the "show new" list. And a couple hours later, it jumped to like page 5 on the main popularity list. Which made me scramble to fix the few remaining bugs that was breaking the game. Too bad for the players, the map is still unfinished and has many features not added yet.

    Posted in: General Chat
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    posted a message on any word on the solution to the popularity filtering?

    @b0ne123: Go

    "why is a popularity system a problem? most liked maps are on top of the list."

    This isn't true with Blizzard's popularity system. In the old days, if people like a map, they'll re-host it. With this popularity system, it isn't people re-hosting, its people clicking maps on the 1st page to see what it is. Thus, the maps are perpetually getting played. So unpopular maps can get stuck to the top, and really popular ones where people would re-host could get left behind and disappear.

    Posted in: General Chat
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    posted a message on Help > Making a zealot look like a marine to another player

    @peterpursuit: Go

    Hmm, maybe you can try cloak units? If you can remove the cloak effect for your own view and see it normally. Then you stack 2 cloak units in one spot, one belongs to you, other belongs to your opponent. So you see your own unit and it'll be invisible to your opponent. But your opponent still see a unit there and you can't see that. Dunno how you can stack 2 units in one spot and have them move in sync tho...

    Posted in: Miscellaneous Development
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    posted a message on Leaderboard help!

    @Starcraft2Warlord: Go

    in your editor, open file from battle.net. And look for Starship Troopers - Heinein's REvenge. That map uses leaderboards.

    Posted in: Miscellaneous Development
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    posted a message on Leaderboard help!

    @Starcraft2Warlord: Go

    When I made my leaderboard, I based it off the leadboard in the SST map (you can find it on battle.net). It used a global variable Leaderaboard type.

    When you first created your leaderboard, you need to set the global variable to the last created leaderboard. Then when you go to update your leaderboard, you update your global variable. Just open up the SST map for an example.

    Posted in: Miscellaneous Development
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    posted a message on help with footprints!

    @wowacesucksmassivekok: Go

    thanks wow!

    I think that worked. Eventhough I can still place buildings next to minerals in the editor, within the game it worked! I remember testing earlier within the game and it didn't work. The make a new footprint based on my edited footprint seemed to have worked - that's what I did anyways. Maybe its just the editor being bugged this whole time, shrugs. :)

    Posted in: Miscellaneous Development
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    posted a message on help with footprints!

    @xenrathe: Go

    Yeah, i'm in the footprint editor. For example, I made a 3x3 footprint, and turn on the near resource flag. Painted it so it's all red. I even went back to the editor, and everything is saved. I assigned my building to that footprint, and I can still place near minerals!

    Then to test further, I edited the 5x5 dropoff footprint. I turned off the near resource flag, so the command center can be placed next to the mineral, right? Nothing changed. :( I even went and painted (none) to all the layers so none of the flag should work. Nothing got changed apparently... :(

    Posted in: Miscellaneous Development
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    posted a message on help with footprints!

    edited: Problem solved! This whole time, its just the editor bugged. Footprints work fine in the game, just not in the editor.

    I'm having a huge problem with footprints. I can't seem to edit them! I'm trying to make a 3x3 (dropoff) footprint. But no matter what I do, I can't get it to work.

    I even went as far as trying to edit blizzard's 5x5 (dropoff) footprint so it'll work near minerals, and it has no effect. :( Is there some kind of secret thing I don't know? It would help if someone can give me a step by step to make a 3x3 (dropoff) footprint too. Much appreciated!

    Posted in: Miscellaneous Development
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    posted a message on Cannot enable the double beam heal from medivac

    @EmeraldSword: Go

    In the double heal beam Ability tab -> Commands - Requirements. Did you remove the requirement so the Value says none? If so, you did it right.

    Another thing is dependencies, I read somewhere to get the campaign stuffs to work, theLiberty (Campaign) should be at the top of the list. Maybe that's why your heal isn't working right.

    Posted in: Miscellaneous Development
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    posted a message on help with siege tank autocast

    @DarkShape80: Go

    actually after many tries, I figured it out. I'm using nearly the same setting as the one getting it to siege mode. Which seems strange to me, why would the same autocast settings putting it into siege mode, put it out of it? It enters siege when it spots an enemy. But it'll also exit siege mode even if no one is near. Of course, atm, the tank is just enter siege and out nonstop. :p Still a bit more trial and error to go..

    Posted in: Miscellaneous Development
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    posted a message on help with siege tank autocast

    I can't seem to figure it out, I have the tank go into siege mode when it spots the enemy. But once in siege mode, I can't seem to get it back to tank mode! I have auto cast on, but it just won't trigger and put it back into tank mode. Anyone know how to autocast it back to tank mode? I probably have the settings all wrong..

    Posted in: Miscellaneous Development
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    posted a message on how to set player to computer-controlled in the game?

    @Beasttamer: Go

    Thanks for the help, but that doesn't work for me. :( I want to keep all the assets of the original player, and there are 8 players. And I only have 4 free computer slots when its all said and done.

    But your solution is the same solution I came up with. So I'll end up making a proxy computer where the AI works. Then I'll just transfer everything the proxy computer build to the original player...very complicated. Wish there's a trigger where I can just make a 'user' player into a 'computer'.

    Posted in: Miscellaneous Development
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    posted a message on how to set player to computer-controlled in the game?

    Hi, I want to keep all 8 player slots as user. Then in the game, I want the computer to take over if a player isn't there. All the custom maps I've played, they either remove all the unused player's stuffs or give it to another. I want a computer to take over instead.

    I have succeeded getting the AI to work, so long as I change the player property of the map to computer-controlled from the editor. But I want the slot to be open so any player can join in the lobby. So I'm keeping them as user slot. The problem is, the AI won't work, even if that slot is empty of any real player. I want to know how to change that slot to computer controlled via the triggers. Anyone know how?

    Posted in: Miscellaneous Development
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    posted a message on How do u make it so teams in lobby match in game

    @Zero0018: Go

    Its game varients. Set it to 4vs4 or something and lock it. Then make sure your custom mode is default. Right click on it on the first tab to make it default. Else it'll just use the blizzard's custom setting (which is always there).

    Posted in: Miscellaneous Development
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