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could anybody help me fix this map

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Dr Super Good

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it have some bugs that i want to fix but i cant figure out how. please fix the bugs then upload the map to this topic with the fixes in place. also please tell me what i had done wrong.
Sure thing, but before I start I would like a list of all bugs that require fixing (incase I miss any or think something is a bug when it is not).
 
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the ultimate battle carrier only use a single weapon while it is supposed to use all 3. the ultimate battle carrier also doesnt gain experience. there is at least a single terran building that dont turn correctly to move. terran building shields remain on the list after being researched. there is a few icons on the interface that dont say anything and is white or something.(that is a bug.)
 

Dr Super Good

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the ultimate battle carrier only use a single weapon while it is supposed to use all 3.
This is no bug. Units can only use 1 weapon at a time. Any auxilery weapons need to be made into passive weapons that can fire while moving. You can ofcourse combine all weapon effects into a single weapon as well.

the ultimate battle carrier also doesnt gain experience
Im trying to figure out why.

terran building shields remain on the list after being researched.
This is because you have not given it a requirememt to hide the button after you begin researching it or better.

Your map is a total mess, and there are a ton of bugs you did not mention (like the ultimate battlecruiser taking shield damage causing an error). Fixing it is not easy so will take more time.
 
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you mentioned one bug that i wasnt even aware of.(shield damage causing error.) during the beta it was possible for units to use 3 weapons so it should be possible in the retail version as well. i started the map during the beta so some things are most likely messed up because of that. i mentioned the bugs i knew of that i couldnt fix.
 

Dr Super Good

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A unit only has 1 attack. This translates to only 1 wepaon being able to attack at any time. This is the exact same as the Beta. You can ofcourse allow more than 1 weapon to fire at once but this requires that all additional weapons be detached from attacks. Usually this results in additional weapons firing while the unit is moving in some form or another.
 
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i have gotten 2 attacks to work during the beta but at some point it went down to 1 attack working.(most likely somewhere in the retail version.) the attacks i was able to use was interceptors and the weapon of the battlecruiser. i dont want to argue about it though.
 

Dr Super Good

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I hope I have fixed most of the problems with the map.

Ultimate Battle Carrier
- Displays shield animations when hit and shielded
- Can learn a level of test ability every level it gains
- Gains experience with kills

Command Centre
- Shield upgrade requires nexus and can only be researched once

There are still some problems like a shield impact error when attacking various buildings like the hatchery. To fix those, look at the Ultimate Battle Carrier model and then see how I set up a shielded attachment point for it (around the origin attachment). Recreate this for all units that will have shields.
 

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i have gotten 2 attacks to work during the beta but at some point it went down to 1 attack working.(most likely somewhere in the retail version.) the attacks i was able to use was interceptors and the weapon of the battlecruiser. i dont want to argue about it though.

The ability to launch interceptors is not an attack.
It's an ability.
Therefor DSG is right.
 
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you didnt fix the engineering bay turn issue. (i listed it in the bug list without listing its name.) i am grateful for the other fixes though. please tell me how you fixed those bugs so that i can fix them myself if i experience them in the future. this topic was meant as a way for me to learn more about the editor in addition to being a bug fix topic.
 
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Dr Super Good

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Planetary fortress - the actor used did not support takeoff / landing (copied events from command centre and orbital command with changed unit references).
Spore Crawler - Duplicate unit actors (2 different unit actors set to be created for the same unit at the same time).
Shield animation on Ultimate Battle Carrier - added shield attachmed to the model it uses (and appropiate radius values).
Learn ability - set the learn button order to the sub order of the learn ability instead of the order to cast the ability that actually gets learned.
Experience - Not sure... I think the one trigger that did nothing was causing it.
Terran Building Shield Upgrade - Made a custom requirement which has the requirement of a nexus (like before) but also has a hide button requirement of not having the upgrade being researched or completed.
 
build interceptors is an ability and the ship have been given that. launching them is an attack and the ship have been given that as well. it worked well during the beta but during retail it havent worked.

Attacking initiates the ability, the ability isn't an attack.
Thus there is truly only 1 attack on the carriers, and one ability.
Sorry to carry this on but I need to state the obvious.
 

Dr Super Good

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There is a difference between a weapon and an attack. Attacking is a state a unit gets into and is triggered by an attacking based weapon. Only 1 attacking based weapon can be running at any time for a unit and it will try and stick to its currently active attacking weapon even if other weapons are not in cooldown but the active one is. There are various weapon flags that allow you to set weather a weapon sets attacking state etc. It has been a long time since I fidgeted with them but I do know that having multiple attacking weapons will cause only 1 of those weapons to fire at any given time and usually that is the first weapon capable on the list unless that gets disabled.

Disabling all attacking systems from a weapon will make the weapon act independantly from all others, such as if you want a passive weapon that can fire while moving but I think it prevents you from directing weapon fire as it does not make the unit actually attack.
 

Dr Super Good

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Just because it worked in the beta is no reason for it to still work. One could cast neural parasite and fungal spores while an infestor was burried in the beta via an interface exploit but that does not mean you can in the current version of SC2 (exploit was fixed). Game mechanics might have changed.
 
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i believe that there is a way to get a unit to use multiple attacks at the same time but i still dont know how. seems to be an actor event that enables a unit to launch interceptors. copying that should enable the ability but i cant seem to be able to copy it.
 
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i believe that there is a way to get a unit to use multiple attacks at the same time but i still dont know how. seems to be an actor event that enables a unit to launch interceptors. copying that should enable the ability but i cant seem to be able to copy it.

Because it isn't possible.
The only way to have two weapons on a unit that actually attack is to have one that only attacks ground and one that only attacks air.
That is seen on such units as the Battlecruiser.
But again, having two weapons attack the same unit is impossible.
I'm just going to stop posting now, you're too stubborn, lol.
 

Dr Super Good

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It would help if you gave the Ultimate Battle Carrier a weapon to launch the interceptors with...
The problem is you gave it the weapon for carrier equipment array and not the weapon for actually firing the interceptors.

There is still a problem with it working that I am trying to resolve.
 
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