So I generated some foliage and it looks awesome, but I want to take a section of it out. As far as I can tell, the disallow foliage button doesn't do anything. I would guess that it straight up deletes patches of foliage but it doesn't. Help?
It does work. you will have to re-generate your foliage tho. paint the areas you do not want foliage in with the 'disallow foliage' brush then press generate.
ok lol the "friend" who gave me the localization error said that he wanted to help me finish this map. from scrap to finish. It's not my fault to expect him to follow through on what he said.
The feedback provided was rude. bottom line. you don't call someones months of work "broke to shit"... and of course if I make a map I should be open to all sorts of feedback, so I got the picture about him feeling lost.. but any 2nd grader could can read the first line on the loading screen, "kill units to get resources".. and then they could see upon startup that clicking on the worker shows that you can only build 1 affordable building.. barracks, spawning pool, gateway. If you would have had a hard time with that then go ahead and argue your point but if you agree with me, then plz stop acting like my being irritated at members of the community is faulty...
You can't volunteer to test a map and shut it down like I forced you into it. You can't Volunteer to see a map to the finish, if you're not going to. ...take a horse to water, and then he says, "what am i supposed to do here?" lol common sense. click something
Thats quite a harsh friend.
I guess the problem is that 'volunteering' in modding sites isnt as binding as it should be, since first, we don't really see each person other than our online personalities, and that the act of volunteering is completely free of cost and effortless. I have had a few teammates in WC3 modding and i'll have to say its hard to expect things to get done on time. Testing is more or less the same; I've had testers who complain about 2-3 sentence long tooltips or tutorials when they have everything from Dota, bit by bit, pretty much memorized in detail.
I'll just use the analogy you used, "You can take a horse to water, but you cannot force it to drink." You can bring a volunteer to playtest/help your map but you cannot make him do a 100% motivated job.
That is why I prefer to learn things myself in case I run into a dead end. Forcing a slacking 'volunteer' is not worth the trouble. Even if you do get him to work on your map i am very sure it would be just some crap work. Sometimes the only reliable person is yourself :(
i don't know why it triggers 6 times (you get 6 messages?) it's probably ability's fault then.
Btw for future , FixedToInt(0.75) = 0 because integer can't have decimals so he cuts .75 (or rounds to 1 maybe).
nope. its not the ability's fault. Its in his events.
do you work in GUI btw? Im not familiar with plain script but your fix is to change it to a specific ability stage. such as Generic3 - Execute or Effect3 - Cast for example. Easily changed in GUI.
Whats happening is your event is triggering for every single ability stage, which i believe is plenty counting Approach, Prep, Cast, Channel, Finish etc2.
All you need is to set a specific stage in which your event will trigger. that is all :)
if you hide the info panel via triggers, it would disappear.
The only way to do this is to use layout files. a.k.a modifying the UI.
I have moved the behavior panel around the screen myself, although it stays vertically aligned and you cant really change anything about its size i think.
I am very sure Helral would be more than a professional regarding UI modifying, so i recommend asking help from him :D. check 'UI tutorials' on his signature if you need a guide.
Essentially, if your only aim is to have the build command page show when you click a probe, there is a solution.
Add all the 'Build X' buttons to the front page of the unit's command buttons, probably overlapping all the common command buttons such as attack, move, etc. Simple is that.
Voila, when you click on the probe, you get its build submenu right away. You can deactivate this via triggers through show/hide ing all the 'Build X' buttons if say the player prefers the usual build menu. The unit will still be able to perform basic actions like attack, move and harvest that are issued on right-mouse click.
And no you do not need layout files or any UI modifications to do this fyi :D
I am pretty sure IronManSC's submission for the recent TL map contest, Ohana, took 2nd place out of what seems to be hundreds of maps.
Glad to have you here as a Mod for the melee Subforum :D
As for this map, i can tell that the overall appearance is based on Ohana :) and it is very beautiful.
Gameplay-wise: I would say that the map provides several options for a player's third. Love how the natural is easy to get to, but a destructible rock can be destroyed to create an opening. Challenging.
I guess you would have to periodically check that and update the texts...
The lag isnt so bad with periodic triggers, I have custom made health bars that i constantly update every 0.5 seconds and it doesnt seem to lag down the game in bnet.
Oh wen i got rid of them it still came up i see hat u mean now, maybe its the triggering player for that vbariable:O
he meant, when you put your conditions like that in your update deaths trigger; it means the owner of the dying unit must be Players 1 AND 2 AND 3 AND 4 AND 5 AND 6 yada2~
well obviously you cant be Multiple players at once...
You need an OR statement for the deaths trigger to work.
As for your update kills trigger... I dont see anything obviously wrong in there hmm..
However I must ask, to test the trigger, did you use a hostile unit to kill your hero? If yes, then the problem would definitely be accessing an array past its limits; 'cause the hostile player is either 14 or 15 i believe, while the size of your array is only 8.
Trying to access an element past the end of an array... Here's the absolute most common issue I see when this comes up. People assume it means you're getting a really big number that goes past the end of your array. Not so! You are getting a negative value, which is normally attributed to a null or nonfunctional return value. I'm taking finals this week, can't be bothered to open up the map and take a look, but....
I think Blizz has updated sc2 to show when a negative index is used. It appears as "Negative Indexes not supported.". I am very sure i've seen the error thousands of times when debugging before :) i might be wrong tho.
If nothing happens, then your ability might not have been assigned an effect, otherwise you might be using the transient flag (buggy with target abilities)
If there is an error, then either your validators are wrong or your target filters are.
How can I change the player I am in the lobby? For some reason, no matter which order we are as players, if I'm the host I'm always player 1. How do I change this so I can be player 3, for example.
Here's an example of my problem. Me and a friend wanted to try out the map "Micro and Macro" which has 4 player slots. The first 3 are team 1 and the last one is team 2. Obviously, the last one is going to be player 4, but because the order we join determines which player we are, if I put him in team 2, then he is still player 2, just in a different team.
I tested this out and it's not just the order we join, it's our priority. AIs have low priority when they're in the game, so if there isn't any users that are player 1 or 2, then they will be player 1 or 2. If there's a player that's not player 1 or 2 and an AI that's player 1 or 2, then the player will be player 1 and the AI will be player 3.
This is really hard to explain.. How do I make it so that the order we join doesn't determine which player number we are? If we can't, we really need to tell blizzard to add this.
its been an issue for awhile. I recommend making a completely new team placement once players are in game... altho that wont be convenient. However I think its completely possible to detect which lobby team you are in. So if its about team placement you should be able to do it with triggers.
as mozared puts it we clearly havent seen a "revolutionairy map that quickly gains a shitload of popularity and
proceeds to be succeeded by a bunch of similar maps who follow the same
concept but do some things differently."
there is still room for that tho, cross your fingers and hope that blizzard changes their crappy popularity system.
One of the most common mistakes in the events for triggered abilites is when the ability stage is set as "any". The trigger will fire for every stage the ability has, so say that could be Prepare, Cast, Channel, and Finish depending on your settings. Set it as "Effect-Channel" only or another ability cast stage.
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It does work. you will have to re-generate your foliage tho. paint the areas you do not want foliage in with the 'disallow foliage' brush then press generate.
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Thats quite a harsh friend.
I guess the problem is that 'volunteering' in modding sites isnt as binding as it should be, since first, we don't really see each person other than our online personalities, and that the act of volunteering is completely free of cost and effortless. I have had a few teammates in WC3 modding and i'll have to say its hard to expect things to get done on time. Testing is more or less the same; I've had testers who complain about 2-3 sentence long tooltips or tutorials when they have everything from Dota, bit by bit, pretty much memorized in detail.
I'll just use the analogy you used, "You can take a horse to water, but you cannot force it to drink." You can bring a volunteer to playtest/help your map but you cannot make him do a 100% motivated job.
That is why I prefer to learn things myself in case I run into a dead end. Forcing a slacking 'volunteer' is not worth the trouble. Even if you do get him to work on your map i am very sure it would be just some crap work. Sometimes the only reliable person is yourself :(
Don't get me wrong, we're in the same boat :D
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nope. its not the ability's fault. Its in his events.
TriggerAddEventUnitAbility((EventUnitTargetUnit()), "SellBarracks", 0, c_unitAbilStageAll, false)
this is whats wrong.
@Rice87: Go
do you work in GUI btw? Im not familiar with plain script but your fix is to change it to a specific ability stage. such as Generic3 - Execute or Effect3 - Cast for example. Easily changed in GUI.
Whats happening is your event is triggering for every single ability stage, which i believe is plenty counting Approach, Prep, Cast, Channel, Finish etc2.
All you need is to set a specific stage in which your event will trigger. that is all :)
0
if you hide the info panel via triggers, it would disappear.
The only way to do this is to use layout files. a.k.a modifying the UI.
I have moved the behavior panel around the screen myself, although it stays vertically aligned and you cant really change anything about its size i think.
I am very sure Helral would be more than a professional regarding UI modifying, so i recommend asking help from him :D. check 'UI tutorials' on his signature if you need a guide.
0
@megabuster33: Go
Essentially, if your only aim is to have the build command page show when you click a probe, there is a solution.
Add all the 'Build X' buttons to the front page of the unit's command buttons, probably overlapping all the common command buttons such as attack, move, etc. Simple is that.
Voila, when you click on the probe, you get its build submenu right away. You can deactivate this via triggers through show/hide ing all the 'Build X' buttons if say the player prefers the usual build menu. The unit will still be able to perform basic actions like attack, move and harvest that are issued on right-mouse click.
And no you do not need layout files or any UI modifications to do this fyi :D
0
I am pretty sure IronManSC's submission for the recent TL map contest, Ohana, took 2nd place out of what seems to be hundreds of maps.
Glad to have you here as a Mod for the melee Subforum :D
As for this map, i can tell that the overall appearance is based on Ohana :) and it is very beautiful.
Gameplay-wise: I would say that the map provides several options for a player's third. Love how the natural is easy to get to, but a destructible rock can be destroyed to create an opening. Challenging.
0
I guess you would have to periodically check that and update the texts...
The lag isnt so bad with periodic triggers, I have custom made health bars that i constantly update every 0.5 seconds and it doesnt seem to lag down the game in bnet.
0
sir that is FUS RO DAH! =P
curse sites used to have view counts.... until they took an arrow on the knee.
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@xKennyx21: Go
Go to the Pathing layer, and paint Ground pathability over your bridge and especially the cliffs. Voila.
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he meant, when you put your conditions like that in your update deaths trigger; it means the owner of the dying unit must be Players 1 AND 2 AND 3 AND 4 AND 5 AND 6 yada2~
well obviously you cant be Multiple players at once...
You need an OR statement for the deaths trigger to work.
As for your update kills trigger... I dont see anything obviously wrong in there hmm..
However I must ask, to test the trigger, did you use a hostile unit to kill your hero? If yes, then the problem would definitely be accessing an array past its limits; 'cause the hostile player is either 14 or 15 i believe, while the size of your array is only 8.
I think Blizz has updated sc2 to show when a negative index is used. It appears as "Negative Indexes not supported.". I am very sure i've seen the error thousands of times when debugging before :) i might be wrong tho.
0
Nothing happens? Or is there an error?
If nothing happens, then your ability might not have been assigned an effect, otherwise you might be using the transient flag (buggy with target abilities)
If there is an error, then either your validators are wrong or your target filters are.
0
its been an issue for awhile. I recommend making a completely new team placement once players are in game... altho that wont be convenient. However I think its completely possible to detect which lobby team you are in. So if its about team placement you should be able to do it with triggers.
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whoa there, patience young padawan...
as mozared puts it we clearly havent seen a "revolutionairy map that quickly gains a shitload of popularity and proceeds to be succeeded by a bunch of similar maps who follow the same concept but do some things differently."
there is still room for that tho, cross your fingers and hope that blizzard changes their crappy popularity system.
0
so is the event set when the ability activates?
One of the most common mistakes in the events for triggered abilites is when the ability stage is set as "any". The trigger will fire for every stage the ability has, so say that could be Prepare, Cast, Channel, and Finish depending on your settings. Set it as "Effect-Channel" only or another ability cast stage.
0
Tried opening some of Blizzard's campaign maps? Like the Odin one for example. Its pretty good.