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    posted a message on Problem with 'Order is Valid' type trigger
    LocationRevealer
        Events
            Game - Map initialization
        Local Variables
            TempPoint = No Point <Point>
        Conditions
        Actions
            Visibility - Reveal (Entire map) for player 15 for 32767.0 seconds and Do Not check cliff level
            Tech Tree - Set ProtossRace upgrade level to 1 for player 15
            General - Wait 1.0 Game Time seconds
            General - Pick each integer from 1 to 10, and do (Actions)
                Actions
                    Variable - Set TempPoint = (Random point in Map)
                    General - While (Conditions) are true, do (Actions)
                        Conditions
                            (( Protoss Deploy targeting TempPoint) is valid for Deployment [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?

    Posted in: Triggers
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    posted a message on Team Colors... Again...

    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.

    \

    Posted in: Data
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    posted a message on Racially based "Kill Streaks"

    I need more ideas guys. =(

    Posted in: Miscellaneous Development
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    posted a message on Team Colors... Again...

    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.

    Posted in: Data
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    posted a message on Team Colors... Again...

    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?

    Posted in: Data
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    posted a message on Team Colors... Again...

    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?

    Posted in: Data
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    posted a message on The Map Testers List

    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

    Posted in: Miscellaneous Development
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    posted a message on Racially based "Kill Streaks"

    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?

    Posted in: Miscellaneous Development
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    posted a message on Targeting Animation

    You need to change the effect to your weapons persistent effect.

    Posted in: Miscellaneous Development
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    posted a message on Racially based "Kill Streaks"

    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.

    Posted in: Miscellaneous Development
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    posted a message on Racially based "Kill Streaks"

    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.

    Posted in: Miscellaneous Development
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    posted a message on Maps larger than 256*256 - The Cheaters Method

    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.

    Posted in: Miscellaneous Development
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    posted a message on Reverting Protoss Shield Upgrade

    ...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?

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on M3 importer/Galaxy Edit export materials n such.

    Open up any image thing in the data editor, search for the textures you want, export them, and then reference the files in 3dsmax.

    Posted in: Third Party Tools
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    posted a message on M3 Exporter

    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. ???

    Posted in: Third Party Tools
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