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    posted a message on Victory conditions and black screen?

    @Trieva: Go

    Indeed I didn't try to test Victory conditions on Bnet, though I guess it should work correctly in Test, shouldn't it? I have been having a bit of trouble testing the map on Bnet with a friend: he doesn't have HoTS, but that shouldn't be a problem since I do, right? He cannot really select anything and that's really odd, as we tried to test different scenarios: both changing who's creating the game, and who's player one. That is really odd.

    Thank you for your help! What kind of screenies should I attach? I really don't think that it is important to know the victory conditions: as I have said, I created this simple test trigger which triggers when somebody writes something in chat. So that shouldn't be an issue. In any case, victory conditions are pretty straightforward, whenever a player loses his Hero Unit, he loses. If all the players in your enemy team lost their Hero Unit, you win. Simple as that.

    @BasharTeg: Go

    I don't recall having changed anything at all with the UI, but I might have messed up a bit while I was experimenting; any ways to see what and if I have changed something?

    P.S. Is there a way in SC2 Mapster forum to receive email notifications? It's difficult to keep up, otherwise.

    Posted in: Triggers
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    posted a message on Victory conditions and black screen?

    @BasharTeg: Go

    Not any dialog at all. A black modal-style curtain fades in and no further interaction is allowed (clicking, accessing the menus). I can see the units in the background continuing to fight against the otherwise inactive units of the defeated player. Everything looks like Victory, except that there is no dialog.

    Posted in: Triggers
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    posted a message on Unit turnable but not movable

    I will look into it. I would appreciate if you could elaborate. But I'll try my best :)

    Posted in: Miscellaneous Development
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    posted a message on Victory conditions and black screen?

    The event has a triggering player. I believe it is not an event problem, it must be something else, as I used a simple trigger to debug it, here it is:

    Win cheat
    ..Events
    ....Game - Player Any Player types a chat message containing "win match", matching Exactly
    ..Actions
    ....Game - End game in Victory for player (Triggering player) (Show dialogs, Show score screen)

    This trigger is simple enough to know that the problem doesn't lie somewhere in the complicated intricacies of win/lose conditions, but it must be something else I did.

    Posted in: Triggers
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    posted a message on Victory conditions and black screen?

    I have set up my defeat and victory condition; they both run fine, but the defeat trigger correctly shows the Defeat dialog, while the Victory one doesn't. The related actions look like this:

    Defeat

    Game - End game in Defeat for player defeatedPlayer* (Show dialogs, Show score screen)

    • That's a local variable.

    Victory

    Game - End game in Victory for player (Triggering player) (Show dialogs, Show score screen)

    I really can't figure out what is the problem there, as they look pretty identical to me.

    Posted in: Triggers
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    posted a message on Unit turnable but not movable

    Hello there!

    I have a unit which is stationary, but I would like it to be able to turn (to face targets, fidget, etc.). I have tried setting the Unit Flag Turnable without the Movable, but this seems to remove its ability to turn as well. I have tried to set the Speed to 0 and only set the Turning parameters, but to no avail.

    Any pointers?

    Posted in: Miscellaneous Development
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    posted a message on Publishing Bug: GATEWAY_DOWN (Stuck at 93%)

    @Tolkfan: Go

    I don't think this is the problem, honestly. It's not the timeout, and my internet is just fine, it should be able to upload it in 2 minutes. The problem is that it goes from 0 to 96% instantly and then gets stuck there. I used to have this problem before (only the number changed, but it got instantly to some number around 70% if I remember correctly), and fixing the Game Variants had solved it in the past. I assume it's some sort of bug like this one.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Publishing Bug: GATEWAY_DOWN (Stuck at 93%)

    @EternalWraith: Go

    9,6 MB Scaled down to get inside the 10,5 MB size limit, and it appears to be fine.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Publishing Bug: GATEWAY_DOWN (Stuck at 93%)

    Hey everyone,

    I have this problem trying to publish the map on Battle.net. When I do it, it immediately gets to 93% and gets stuck at it. After two minutes it normally times out with a GATEWAY_DOWN error.

    Yes, I have tried setting the Game Variants, but no change has occured. (I deleted all game variants and made two fresh ones for 1v1 and 2v2, is it the way to go?) Though it had helped me a while back when I had published it: I was having the same error and that fixed it at the time. I also tried to hide the Map Previews (both small and large), and now, lo and behold, I get stuck at 96% — way to go!

    Suggestions/Solutions? I honestly hate the publishing system.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on [Data] The Uberlisk

    @Kueken531: Go

    Thanks Kueken, great idea! That was really helpful. *bows*

    Posted in: Tutorials
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    posted a message on [Data] The Uberlisk

    @Kueken531: Go

    That was really it. I feel kinda stupid, but still, there are so many fields to look for. Also, it was kind of tricky to understand were to exactly link the SOp Offset, but, with a little tinkering here and there, I finally managed to do it. Thank you really much.

    On a side note, is there a way to visualize the offset without having to restart a test every time? Like, I don't know, through the model viewer or something. Just wondering.

    Anyways, Thank you so much again!

    Posted in: Tutorials
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    posted a message on [Data] The Uberlisk

    @ProzaicMuze: Go

    Thanks a lot for your reply, and yes, I was talking about a projectile firing from unit's origin.

    I checked the things you said, but I am afraid I still cannot see the problem. I will report those data for you, if you still have patience to bear with me, I will try to state everything as clearly as possibile, to avoid speaking of different things:

    • I checked the Attack Actor; I am assuming we are talking about the "Action" actor with the "Attack Effect/Impact Effect/Launch Effect" options, am I right? There are several different "Attachment Query" fields, but since you said "both" I suppose you talk about the two "Launch Attachment Query - Fallback" and "Launch Attachment Query - Methods". The former is set to default "Center"; the latter was set to Overhead 0, but now I put it into default "AMFilter 00" to be sure I didn't touch anything extra. As for the Events of this same, I guess what we are interested in checking is that I have "Effect.WeaponLaunchMissile.Start || At Caster => Create". As for the SOp linked here, I had my SOpAdjust on "Launch Site Ops - Operations"; since I am not sure what do you mean by "extra" SOp, I just removed it and put it to default "SOpAttachHarness"; what remains linked here is the "AttackLocation" actor.
    • This "AttackLocation" actor has as "Host - Subject" the main unit actor (not the attack actor!) and as the "Host Site Operations - Operations" my "SOpAdjust" local offset.
    • I do have "Attack Impact" and "Blood Target Impact" linked as models to my Attack actor, as well as Launch and Impact sounds. I have no Launch model attached to it though. Besides, I am using stock models and sounds here, as per the Photon Cannon Weapon. Just to note.
    • My missile uses a "Missile" Mover type basically duplicated from the Photon Cannon missile as well. Height mapped "Air". I don't know if that's of any importance.

    Gosh, I feel like the average housewife calling techsupport, going like: « And also there is this little gnawed apple thingy in the back of my computer! » « Madam, that's the logo of your computer producers -_-" ». So, thanks for the patience, I really appreciate!

    Posted in: Tutorials
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    posted a message on [Data] The Uberlisk

    @ProzaicMuze: Go

    Hello ProzaicMuze,

    Thanks for the useful tutorial and the great support you keep giving to the community.

    My problem is the following: I have a weapon attached to a custom unit (with a custom model), and it's firing from beneath the model itself. I have read before in this thread that you mentioned to someone else this problem, but at that time it was referred to the fact that the guy had some stock elements still linked, and I don't. I have the following:

    • A weapon connected to a Launch effect.
    • A Launch Effect connected to a Damage effect. I have tried tinkering with the "Launch Offset" there, but to no avail.
    • An Action Actor for the Attack. I have tried to set "Launch Attachment Query" to Overhead, but no changes happened. So I linked a Site Actor to the "Launch Site", and a SOp to the "Launch Site Ops"
    • The "Launch Site" actor has the Birth/Create Death/Destroy events set I think alright. Host subject on the main Actor, and Host Site Operations to a SOp Adjustment actor (as per your tutorial on Attachments).
    • The "SOp (Local Offset)" actor is set to Local Offset: "0,0,+10" (just wanted to exaggerate on the Z axis to be sure that I'd notice the missile pop out of the ground; but nothing. Oh, I must also note that the impact location is apparently working fine, and it's not under the target model.

    Any insight on what I could be missing would be greatly appreciated, as I have gone back an forth on all the data tables several times now, and I am sure you know how it feels ;). Thanks again,

    Veren

    Posted in: Tutorials
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    posted a message on Single unit weapon refit

    Hello to everyone,

    This is my first post to the forum, as I entered the big universe of Galaxy Editor just two days ago and, as I expect everyone before me, I'm struggling to do the simplest things, and slowly learning. I usually wouldn't post for help and try to spend hours figuring out something, but I already did spend those hours and I'm really stuck.

    My problem is this: how do I refit a single unit with a weapon? My goal is to make the bunker equippable with the shrike turret, but so that the player would have to equip every bunker separately if they want it (I already know how to upgrade all the bunkers with shrike turrets).

    Besides, I had heard something like this was supposed to appear on the Battlecruiser, letting the player decide whether to fit the Yamato Cannon or the – I believe it was called – Plasma Cannon; I guess that would use the same principle, am I wrong?

    Though I am sure there is a simpler way to attach a weapon and a turret to a unit, I have done like this: I have created a separate unit already equipped with the Shrike Turret and created an Ability to morph the single bunker into that new unit; but even with this workaround, I am experiencing two problems: first was that model wouldn't change on morphing complete; the strange fact is that, even though the name and the stats (including weapon stats) change, I would assume I could still use it to shoot as if it was morphed – though it doesn't. Then I've looked upon other buildings that have this ability, like the Spire into a Greater Spire: I added this to the starting Bunker: AbilMorph.*.Finish | MorphFrom Bunker, MorphTo EquippedBunker => Destroy; and this to the target Bunker: AbilMorph.*.Finish | MorphFrom Bunker, MorphTo EquippedBunker => Create. The original Bunker Destroys itself fine, but no new Bunker is created, so I am left with a Blank Space.

    Thanks in advance for your help,

    Veren

    Posted in: Miscellaneous Development
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