I have a target effect and the problem I'm having is that I want the caster unit to carry on moving whilst the ability is running. At the moment as soon as I target a unit, the caster stops. I have the flag "Allow Movement" selected, I also unclicked all the clear queue boxs on any of the ability effects but I havent any clue how to make this work.
Hi, I've been trying to get add on's such as the terran tech lab, to look like their attached whilst actually being attached to nothing. So basically they look like they would when connected to say a barracks but actually are free standing. Havent progressed much with this, maybe its an actor event but I cant see one.
Also I have had a problem with certain buildings such as the Xel naga temple from the drill mining mission, basically no matter how high I set the models selection circle when you click on the building theres no circle displayed.. any help appreciated
Hi, I'm also having this problem. I made and uploaded my mod file to bnet and then dl'd it to the dependencies of my map. I set the local file path for it aswell. Now when I go to publish I get this very same error, strangely though before I do, I get to 99% and get \largeImage.dds then I get 100% Failed Dependencies could not be validated.
Anyone solved this? I have looked around but found nothing that works, also tried setting all the players races to "any" as people have suggested for the largeImage.dds error.
The problem with this trigger is even though it does work, it doesnt seem to recognise the mutual part of the alliance requirement and so if someone allies someone else, they get victory, even if all the other people havent allied them.
Hello, I've been using the motherships mass recall ability on certain units. The problem I'm having is that the unit casting the recall, seems to be appearing on the mini map for all players. This is really annoying as your enemies can then locate you. I've been trying to find how to change this but so far no luck, does anyone have any ideas or perhaps know I could fix this? Thxs alot. :)
0
Ah cheers to you both! :) now dont suppose you know how to set it so that players cant disable auto casting by right clicking on the abilities button?
0
I have a target effect and the problem I'm having is that I want the caster unit to carry on moving whilst the ability is running. At the moment as soon as I target a unit, the caster stops. I have the flag "Allow Movement" selected, I also unclicked all the clear queue boxs on any of the ability effects but I havent any clue how to make this work.
0
@DrSuperEvil: Go
Thxs Dr Evil spot on :)
0
Hi, I've been trying to get add on's such as the terran tech lab, to look like their attached whilst actually being attached to nothing. So basically they look like they would when connected to say a barracks but actually are free standing. Havent progressed much with this, maybe its an actor event but I cant see one.
Also I have had a problem with certain buildings such as the Xel naga temple from the drill mining mission, basically no matter how high I set the models selection circle when you click on the building theres no circle displayed.. any help appreciated
0
After lots of searching I've sorted this out :) I was trying to change a Map into a Mod file and didnt do all the right changes, see this link if your attempting this also - http://www.sc2mapster.com/forums/development/data/16702-is-it-possible-to-copy-all-data-from-another-map/#p5
0
@Talon0815: Go
Omg thank you so much! I've spent a week trying to figure this out. I simply changed my maps extension and couldnt publish my new map.
All the threads I read on this didnt go into much detail about how to sort this out, so once again thank you!
0
Any ideas? :)
0
@shardfenix: Go
Hi, I'm also having this problem. I made and uploaded my mod file to bnet and then dl'd it to the dependencies of my map. I set the local file path for it aswell. Now when I go to publish I get this very same error, strangely though before I do, I get to 99% and get \largeImage.dds then I get 100% Failed Dependencies could not be validated.
Anyone solved this? I have looked around but found nothing that works, also tried setting all the players races to "any" as people have suggested for the largeImage.dds error.
0
@BasharTeg: Go
This seems to be working well. Thank you very much :)
0
@BasharTeg: Go
This just ends the game for any player who allies all the playing players, even if they havent allied him. :(
0
@redmarine: Go
Didnt seem to work for me. Will it count player 0 ? hes set to neutral.
0
The problem with this trigger is even though it does work, it doesnt seem to recognise the mutual part of the alliance requirement and so if someone allies someone else, they get victory, even if all the other people havent allied them.
Any help appreciated!
0
Hi I'm having a problem with figuring out how to trigger this.
Basically I want the game to end for all active players if
1) There are no more enemies to kill or 2) if the active players have all allied together and thus there are no more enemies.
What I have so far is this trigger for each player
0
Thank you very much! that was exactly it :) cheers
0
Hello, I've been using the motherships mass recall ability on certain units. The problem I'm having is that the unit casting the recall, seems to be appearing on the mini map for all players. This is really annoying as your enemies can then locate you. I've been trying to find how to change this but so far no luck, does anyone have any ideas or perhaps know I could fix this? Thxs alot. :)