The status bar is always a know issue, but maybe there are still workarounds to fix it.
For the Too many CAbilAttack abilities things. If you never modified these units, it may caused by your dependency. For example, accidently load the same mod twice may cause a unit to have more than one attack ability.
Can you give a screenshot of your dependency window?
For the layouts... Well it maybe too complicated to be explained in one post. You can refer to the UI override tutorials in these forums
good work on mod, i played it today on turtle rock. the stuff i mentioned was fixed. You could see the spirit walkers .
question, any reason you removed bladestorm animation for the fenix one? was it bugging or something?
also how come your mod was able to get the alchemist healing missles and farseer eye models. in the blizzard war3 data/asset add on i dont see those models at all in the console/browse section. where you found them?
Well, it's simple. They are all custom-made models.
They are many bugged model in the official asset pack.
That's why my mod need to download 100m extra pack - all custom assets. Data never occupy much rooms, it's the model and texture does.
I adjusted and fixed some official models and added some sfx, while @Delphinium helped to recreate lots of missing models in my mod.
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Hmmm, I hooked most of the model with their sounds.
For fork of lightning, it's their impact model that makes sounds, not the lightning themselves.
So just change the Model field of actor ACflSpecial and ANflSpecial to death coil's model: AUdcMissile.
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Hmmm, do they have any kind of uploading limits?
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So how does dota2 editor publish their maps?
Just like how sc2 does? Publish to the server?
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My war3 mod lock the game time to Normal. So everything solved.
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Hmmm, since abilities and UI are both tied to the Extra mod. it would be impossible to only access the abil part.
You can use 'turn off tod' trigger to get rid of the time of day UI. But the war3 console UI are forced in the extra mod.
They can be split on my side, but it would create even more sub mods, and would further confuse the users.
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See #9 http://www.sc2mapster.com/forums/player-zone/warcraft-modding/86475-help-me-with-making-my-new-map/#p9
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Just remove War3 (GA) and War3 Data(GA) from the list.
War3 Extra (GA) would automatically load them, so have them in the list would cause conflict
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Wow, may be I could also use a video for my war3 mod?
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1. Data Editor->Behavior
Gold Mine ability->Harvest Amount
Set to 100
2. Data Editor->Behavior Gold Mine ability->Harvest Time
Reduce the time would increase the peasant number.
Or
Data Editor->Ability Harvest (Gold and Lumber)->Flags
Check the BypassResourceQueue flag to allow all workers harvest at the same time.
3. Data Editor->Requirements
Create a new requirement Add a line to the Use folder:
Count Unit, ogre mound, Complete
Go to the train ability, modify the Ogre array, add the requirement.
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Oh, you will also need to change the selection layer in the the model data sheet.
Building and Units are using different layers.
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Plus, a morpableunit. with two linked units with different attack ability would also cause Too many CAbilAttack abilities error.
E.g. 'hpea' has normal attack, 'hmil' has attack tree -> both would considered to be have two different attack ability.
That's how the morph ability works-> load all the abilities.
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Sorry for later reply.
The status bar is always a know issue, but maybe there are still workarounds to fix it.
For the Too many CAbilAttack abilities things. If you never modified these units, it may caused by your dependency. For example, accidently load the same mod twice may cause a unit to have more than one attack ability.
Can you give a screenshot of your dependency window?
For the layouts... Well it maybe too complicated to be explained in one post. You can refer to the UI override tutorials in these forums
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I just fixed my PC and recovered my data (It's broken for a long time). I will need to continue the work.
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Well, it's simple. They are all custom-made models.
They are many bugged model in the official asset pack.
That's why my mod need to download 100m extra pack - all custom assets. Data never occupy much rooms, it's the model and texture does.
I adjusted and fixed some official models and added some sfx, while @Delphinium helped to recreate lots of missing models in my mod.
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Hmmm, my recent changes doesn't even affect the Variant definitions...
Anyway, I had re-uploaded all mods to EU server. You can try if it worked, it may even be the server side issue...
Also good luck for your map :)