LocationRevealerEventsGame-MapinitializationLocalVariablesTempPoint=NoPoint<Point>ConditionsActionsVisibility-Reveal(Entiremap)forplayer15for32767.0secondsandDoNotcheckclifflevelTechTree-SetProtossRaceupgradelevelto1forplayer15General-Wait1.0GameTimesecondsGeneral-Pickeachintegerfrom1to10,anddo(Actions)ActionsVariable-SetTempPoint=(RandompointinMap)General-While(Conditions)aretrue,do(Actions)Conditions((ProtossDeploytargetingTempPoint)isvalidforDeployment[149.96,250.32]) == false
Actions
General - Wait 0.1 Game Time seconds
Variable - Set TempPoint = (Random point in Map)
Visibility - Reveal (Region(TempPoint, 9.0)) for player (Picked integer) for 2.0 seconds and Do Not check cliff level
This is the trigger that has been causing me so much trouble since the second to last Blizzard patch, although I haven't been working on the problem ever since it broke my map. I'm still not even sure why, but this trigger doesn't work. What it's meant to do is pick a random point on the location I set as the 'map', check to see if that location is valid for the ability that players are going to be using, and choose another if it isn't valid. It gets stuck in the While loop instead of finding a suitable location. It used to find suitable locations in about 2 seconds, and now it doesn't ever. At all. When I tell it to simply reveal the location without checking, half the time they're valid locations, so it isn't that. Is it something with the AI that Blizz changed that prevents them from using the ability properly?
So after getting the Hybrid to work I figured it'd be a breeze from then on... xD
Yea! so, I'm having issues with adding team color to the Virophage. It's strange- if I import the model, apply the default textures and make no changes and then reimport it, the textures don't do show up.
Is this even possible? I tried for around 8 hours to get team colors to work on a unit that normally would not have it, the Hybrid Reaver, and I got little to no results. The best I achieved was an entirely bright pink unit which would change based on team. It looked like a candy. I don't understand. Is this a problem with the beta exporter, or me?
Comment: I have rather good knowledge of both triggers, data editor, and common errors. I need help especially testing my 10player FFA map, since this cannot be achieved by myself or just with one or two friends.
Automatic refineries for the Terran killing Terran, then?
As for the nexus pylon, I'll keep it in mind but I'm unsure how I'd implement that and how large the field itself would actually be. Ummm...
Anyway, check out that picture a little more and keep in mind that the Protoss killed is complete. Any more ideas?
Whether by accident or not I like some of those! ;
I'll try and explain better.
Terran Kills:
50 ~~~150 ~~~250 ~~~350 ~~~500
Up1 ~~Up2 ~~ Up3 ~~ Up4 ~~ Ultimate
So; If a zerg killed 50 terrans, they'd unlock upgrade 1 for the zerg race. If a protoss killed 50 terran, they'd unlock upgrade 1 for the protoss race. These upgrades would tend to be mixtures of the killing and killed races, so if a terran killed 50 protoss, they would unlock something like psi storm for the ghost, because it's a use of protoss tech on terran units.
I have most of the upgrades for all of the races for killing protoss dealt with, but I need 'killed terran' and 'killed zerg' upgrades.
I liked the multi scv's and fire suppression ideas for terran killing terrans, and I liked the scourges and HP Regen for zerg killing zerg, but I need more ;;
Hold on, I'll upload a chart for more clarity.
[The boxes that are empty are on purpose. The only ones I need are for Terran and Zerg in the same pattern as the Protoss.]
P.S. Green ugliness are ones that I have already finished is all.
Not really a bug or issue, but I need help brainstorming tech ideas.
I need ideas for bonuses for each race based on kills of Terran and Zerg. So like, if a Terran killed 50 Terran, they'd get a bonus like..uh.. +1 damage to all troops. Or something.
So, any ideas? Zerg get 5 for Zerg and terran kills and the other get 3.
This does not work for melee map types because the footprints, last I checked, cannot be altered for buildings and the layouts for them take up at least a 1x1 grid square regardless of what you do. I know this. I tried it in beta.
Whenever I edit the Protoss Shield upgrade level 3 and hit okay, the changes take effect. I can test them ingame and they work.
If I reopen the Info+ to add something new, all of my changes disappear and I have to redo EVERYTHING[That I've done].
0
This is the trigger that has been causing me so much trouble since the second to last Blizzard patch, although I haven't been working on the problem ever since it broke my map. I'm still not even sure why, but this trigger doesn't work. What it's meant to do is pick a random point on the location I set as the 'map', check to see if that location is valid for the ability that players are going to be using, and choose another if it isn't valid. It gets stuck in the While loop instead of finding a suitable location. It used to find suitable locations in about 2 seconds, and now it doesn't ever. At all. When I tell it to simply reveal the location without checking, half the time they're valid locations, so it isn't that. Is it something with the AI that Blizz changed that prevents them from using the ability properly?
0
So after getting the Hybrid to work I figured it'd be a breeze from then on... xD
Yea! so, I'm having issues with adding team color to the Virophage. It's strange- if I import the model, apply the default textures and make no changes and then reimport it, the textures don't do show up.
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0
I need more ideas guys. =(
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It worked great- thanks!
I'm almost positive that the issue was that I was not saving the dds as DXT3; now that I did that it works perfectly.
0
Sorry.
Okay, I've gathered all of that from my searches, but what I did not find was a few things that I think are rather important.
1) How exactly would I go about adding the alpha channel? I thought I had, and yet it doesn't work.
2) What options should I save it with in GIMP? Am I saving it incorrectly?
3) Is that all I would need to check? What about the blend options at the top of the material editor?
0
Is this even possible? I tried for around 8 hours to get team colors to work on a unit that normally would not have it, the Hybrid Reaver, and I got little to no results. The best I achieved was an entirely bright pink unit which would change based on team. It looked like a candy. I don't understand. Is this a problem with the beta exporter, or me?
0
BnetNick: Zetal
Identifier: 603
MapsterNick: Zetal
Comment: I have rather good knowledge of both triggers, data editor, and common errors. I need help especially testing my 10player FFA map, since this cannot be achieved by myself or just with one or two friends.
Region: US
0
Automatic refineries for the Terran killing Terran, then? As for the nexus pylon, I'll keep it in mind but I'm unsure how I'd implement that and how large the field itself would actually be. Ummm...
Anyway, check out that picture a little more and keep in mind that the Protoss killed is complete. Any more ideas?
0
You need to change the effect to your weapons persistent effect.
0
Whether by accident or not I like some of those! ; I'll try and explain better.
Terran Kills:
50 ~~~150 ~~~250 ~~~350 ~~~500
Up1 ~~Up2 ~~ Up3 ~~ Up4 ~~ Ultimate
So; If a zerg killed 50 terrans, they'd unlock upgrade 1 for the zerg race. If a protoss killed 50 terran, they'd unlock upgrade 1 for the protoss race. These upgrades would tend to be mixtures of the killing and killed races, so if a terran killed 50 protoss, they would unlock something like psi storm for the ghost, because it's a use of protoss tech on terran units. I have most of the upgrades for all of the races for killing protoss dealt with, but I need 'killed terran' and 'killed zerg' upgrades. I liked the multi scv's and fire suppression ideas for terran killing terrans, and I liked the scourges and HP Regen for zerg killing zerg, but I need more ;; Hold on, I'll upload a chart for more clarity.
http://i132.photobucket.com/albums/q25/MikeyIsMYNameNotYOURS/KillUpgrades.jpg
[The boxes that are empty are on purpose. The only ones I need are for Terran and Zerg in the same pattern as the Protoss.] P.S. Green ugliness are ones that I have already finished is all.
0
Not really a bug or issue, but I need help brainstorming tech ideas. I need ideas for bonuses for each race based on kills of Terran and Zerg. So like, if a Terran killed 50 Terran, they'd get a bonus like..uh.. +1 damage to all troops. Or something. So, any ideas? Zerg get 5 for Zerg and terran kills and the other get 3.
0
This does not work for melee map types because the footprints, last I checked, cannot be altered for buildings and the layouts for them take up at least a 1x1 grid square regardless of what you do. I know this. I tried it in beta.
0
...and other upgrades at times.
Whenever I edit the Protoss Shield upgrade level 3 and hit okay, the changes take effect. I can test them ingame and they work. If I reopen the Info+ to add something new, all of my changes disappear and I have to redo EVERYTHING[That I've done].
Annoying. This /is/ a bug, right?
0
Open up any image thing in the data editor, search for the textures you want, export them, and then reference the files in 3dsmax.
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http://i132.photobucket.com/albums/q25/MikeyIsMYNameNotYOURS/m3ExporterIssue.png My friend told me to post this here for examination. He imported the Virophage, made no changes, and then exported it. ???