| 12-18-2002, 11:39 AM | #1 |
Every now and then new mappers ask things like "my map works fine on single player but screwed when goes to B.net", and it turns out that it is the "wait bug" again. Some other less commonly encountered bugs may also cause trouble to even experienced mappers. (Such as me. j/k)So I think it would be good to have a collection of the bugs we know and the solutions to them. So let me start by the infamous "wait bug". --------------------------------------------------------------------------------- 1. Wait bug Presentation: the map works well on single player. However, when played with 2 or more players, it looks like that the waiting time of all "wait" action is shortened, or even ignored. Reason: the current theory is that the waiting time of all "wait" action is divided amount all players. So "wait 5s" in a 2 players game will wait 2.5s, and only 0.5s in a 10 players game! Solution: adjust the waiting time according to the number of players. Replacing all the "wait X seconds" action to: For integer A = 1 to MaxNumOfPlayer do (if player (integer A) slot status equal to is playing then wait X seconds) or Pick all players in players matching(matching player controller equal to user) and do if picked player slot status equal to is playing then do wait X seconds) --------------------------------------------------------------------------------- Please post what you know about any bugs of WE, so that we can all share! :) |
| 12-18-2002, 01:36 PM | #2 |
While everyone are still sleeping, let me post another bug I found: 2. Lich's Frost Armor activation Presentation: "Unit - issue order with no target" does not allow you to choose activate or deactivate Lich's Frost Armor. Reason: Frost Armor was activatable after patch 1.03. (Actually there are now 2 versions of Frost Armor you can choose: activatable or not.) So it is just that Blizzard carelessly forgot to add activate Frost Armor in the patch. Solution: Replace "activate Frost Armor" with another similar action first. e.g. "activate Searing Arrow". Then convert the trigger into custom text. Change "flamingarrows" to "frostarmoron" or "frostarmoroff". |
| 12-18-2002, 02:04 PM | #3 |
One last post tonight: 3. Undetectable Order Presentation: Some unit abilities cannot be detected by "A unit is issued an order targeting an object/a point/with no target". Example: Druid of Talons' stormravenform & unstormravenform, Druid of Claws' bearform & unbearform, Medivh's ravenform & unravenform, Footman's defend & undefend, Demon Hunter's activate & deactivate Immolation, and several more..... Reason: Not sure. Careless mistake? The examples I know all involve changing the form of the unit and the opposite, but then some others similar abilities such as Gargoyle's stoneform has no problem. Solution: No specific solution I know of. I used a periodic trigger to detect if the druid of Talons has turned into a crow and vice versa. Ok, that's all I can think of right now. Please add more bugs here! :) |
| 12-18-2002, 08:27 PM | #4 | |
Quote:
I *belive* that if you modify the Ability TXTs (not sure which, I think they are NeutralAbilityFunc.txt, HumanAbilityFunc.txt) you can change/add a Orderissued="" line. This way you can, for example, make "transform to crow" give an order of "transformingtocrow" which is then detectable in the editor. Note that I've not tried this, so your mialage will avry. In addition, you'll have to shove the modified TXTs back into your map. |
| 12-19-2002, 01:26 AM | #5 | |
Quote:
Probably not possible. All the abilities already have the "orderissued=XXX" lines in AbilityFunc.txt. The events just don't know the action is done. |
| 12-19-2002, 01:49 AM | #6 |
u cant add orders,not even for custom spells |
| 12-19-2002, 02:54 AM | #7 |
Sorry then, didnt think of the events not even being issued - I thought they were called with a blank string. Do you know if this is the case with unload also? |
| 12-19-2002, 03:33 AM | #8 | |
Quote:
That will be fixed for the next version of my editor |
| 12-20-2002, 12:19 AM | #9 |
No more suggestion? I expected to have more replies......:bgrun: emote_confused |
| 12-21-2002, 05:39 AM | #10 | ||
Quote:
By the way Scio, could you make a selection action that is player specific? The current selection actions works for all the players everytime, which is stupid. It's important in my new map to have player specific selection actions as I need to prevent players from deselecting their units. But this is hardly possible now..... |
| 12-21-2002, 05:58 AM | #11 | |
Guest | Quote:
All of those are in the map editor. Some are in the wrong spot tho. Like Starfall is in target a point, but Traquillity isn't. I have a bug tho. Air heroes. Some wierd bug in the WE disables the graphics for Air Heroes. Some people have got them to work, but the majority can't. Btw, how could Medivh not have the change form in the map editor? Blizzard uses the same map editor as they release, and they made the freaking campaign, WHERE MANY SCENES MEDIVH TURNS INTO A CROW AND BACK. |
| 12-21-2002, 06:26 AM | #12 | ||
Quote:
Yes and no. In fact this is another bug. Starfall should be a ability with no target, but it is detected by "order targeting a point". The bug I posted is another thing. You can do a simple test by using a trigger with all 3 "issued order" events and then display the "issued order". Quote:
I also experienced this bug before, but I think it is fixed in the new editor. Isn't it? |
| 12-21-2002, 04:04 PM | #13 |
Guest | I dunno what editor ur talking about, but i well say the bug i found on scio editor. You know the doodad can be move by ctrl + (numpad) 8 6 4 2 Well, when i try to stick something together like stone wall. In game it just come out apart. Another bug is some doodad has Vertical Horizontal Diagonal 1 and 2 DO NOT COME OUT AS ANY. When i place horizontal. The rotation was vertical. |
| 12-21-2002, 06:23 PM | #14 | |
Quote:
Want to bet? You *can* get it to select only one player's units, and the method is so simple we all overlook it. The same goes for playing sounds to only one player too! Code:
If (Player You Want To Select) is equal to (Get Local Player) then selection - select (this unit) If (Player You Want To Hear Sound) is equal to (Get Local Player) then Sound - Play Sound (Sound Name) Both do not desync, and from what I can tell im the only one who knows about this / thought of it. :D Have fun! |
| 12-21-2002, 06:46 PM | #15 |
Dude...that's WAY easier than the elaborate method I came up with. And they don't desync you say? YAY!!! Now my RPG will be much easier... as soon as I finish my TD. OK, I've made 3 maps basically, CTF (beta), PK Battledome, and Ender TD (in Alpha - not yet released). Here's the really annoying bugs I've found with workarounds: 1. Unit groups select dead units! This can be really annoying, especially if you're trying to detect if a unit is near a certain point or something like that. Add a boolean condition to test that the unit is alive. 2. You can unhide removed units! You won't see their graphics, but they will set off "unit enters region" events. Just avoid doing that. 3. "Hey, why is my flying unit tilted?" This has come up when I spawn flying units that aren't supposed to move (otherwise you don't usually notice). It's caused by you placing the flying unit near a tree, war3 tilts it like it's about to raise its flying height to get over the tree. Solution: Don't do it near trees. 4. "My custom text unit groups are displaying general wierdness!" Try to avoid putting unit groups within unit groups, and put your if conditions actually inside the if instead of making them their own function. If you have to do either, just make the unit group fire a separate trigger as its action, and do the stuff in that trigger. |
