Register    Login    Forum    Search    FAQ Awesomenauts



Post new topic Reply to topic Go to page Previous  1, 2, 3, 4, 5, 6 ... 12  Next

Author Message
 Post subject: Re: Modding and map editor bug hub
 Post Posted: Sat Feb 11, 2017 3:49 pm 
Offline

Joined: Sat Jan 26, 2013 12:24 pm
Posts: 1875
Whenever a solar boss gets killed by a worm, it instantly respawns at the blue dropship. The original spawner will spawn a new solar boss like normal.

https://gfycat.com/PlasticEmptyDachshund

_________________
Steam


Top 
 Profile  
 
 Post subject: Re: Modding and map editor bug hub
 Post Posted: Sat Feb 11, 2017 5:07 pm 
Offline
User avatar

Joined: Mon Jun 16, 2014 5:42 am
Posts: 1688
Location: ???
If you end a game on the map editor, it can take you out of the map you're editing on, and may throw you into the tutorial level. In most cases it seems to just crash if that happens.


Top 
 Profile  
 
 Post subject: Re: Modding and map editor bug hub
 Post Posted: Sat Feb 11, 2017 8:26 pm 
Offline
User avatar

Joined: Mon Jun 15, 2015 11:27 am
Posts: 127
Location: Switzerland
Joost wrote:
What happens exactly, and what would you expect to happen?

For example when I press "Z" while editing a field it writes "Y" also it's the same problem for shortcuts, if I press CTRL-Z nothing happens but if I press CTRL-Y it undo properly.

I also tested this with the french keyboard layout (AZERTY) and I get the same result, if I press "A" it writes "Q" and so on.
However I don't have this problem in other textbox like the global chat.

EDIT: Apparently messing with my keyboard layout fixed this, still it is strange because I'm sure it was only different in the map editor and changing the keyboard layout (windows + space) didn't affect the editor but the new layout was correctly applied elsewhere.

Joost wrote:
The playable area is grown dynamically as you add more Obstacles to make them fit all in, but it indeed only shrinks when you restart. Shrinking is only relevant if you're removing Obstacles though.

That's good to know, thanks!

_________________
Tools:
NautsBuilder V2
NautsRankings V2
Replay finder

More tools here!

:tongue: :party:


Top 
 Profile  
 
 Post subject: Re: Modding and map editor bug hub
 Post Posted: Sun Feb 12, 2017 1:53 pm 
Offline
Ronimo Team Member
User avatar

Joined: Thu Apr 23, 2009 5:45 pm
Posts: 8988
A couple more small things that will be in 3.5 beta 2:

Quote:
-Can now use Assets Browser on character classNames and aiFileNames (so you won’t need to look up online which exist).
-Fixed that CreepCreatorOnce added the text “Creep” to the creepType, limiting what classes it could spawn.
-Grid and snapping are now enabled by default (you can disable them using the buttons in the top-right of the map editor).
-All object types now start selectable (so you don’t need to click the checkboxes on the right before you can select a type), except NamedAreas.


Top 
 Profile  
 
 Post subject: Re: Modding and map editor bug hub
 Post Posted: Sun Feb 12, 2017 7:36 pm 
Offline
User avatar

Joined: Tue Sep 06, 2016 7:29 pm
Posts: 51
On this map: http://steamcommunity.com/sharedfiles/filedetails/?id=862690798 Other players can't see each other (can see bots fine). Only the host can interact with the buttons. Any ideas what might be happening?

Pick red team. Blue team is locked in a box and is unimportant.


Top 
 Profile  
 
 Post subject: Re: Modding and map editor bug hub
 Post Posted: Mon Feb 13, 2017 5:03 pm 
Offline
User avatar

Joined: Tue Nov 20, 2012 11:14 pm
Posts: 867
Location: Argentina
Seems I can't make platforms TDM only, the graphic will stay there in the normal match but it wont have any collisions, and disabling the glass platform graphic of course makes in invisible in normal play, but so in TDM.

Also to those responding to my "how can I fix this"... I had a typo and the bots couldn't find the node, and they'd just be stuck in that corner, mb.

Chirimorin wrote:
Whenever a solar boss gets killed by a worm, it instantly respawns at the blue dropship. The original spawner will spawn a new solar boss like normal.

Check if the CreepSpawnerRepeater has the"creepRespawnable" option enabled. Just disable it, that's what causes them to spawn there. (had this same problem myself, fixed it like that)

_________________
I do Tech Support stuff now. PM me any issues you have.

I'm more likely to check on Steam Discussions than here, so if
there's something urgent be sure to report it there.

Yeah, I'm gay


Top 
 Profile  
 
 Post subject: Re: Modding and map editor bug hub
 Post Posted: Mon Feb 13, 2017 8:22 pm 
Offline

Joined: Sat Jan 26, 2013 12:24 pm
Posts: 1875
KidaFeru wrote:
Chirimorin wrote:
Whenever a solar boss gets killed by a worm, it instantly respawns at the blue dropship. The original spawner will spawn a new solar boss like normal.

Check if the CreepSpawnerRepeater has the"creepRespawnable" option enabled. Just disable it, that's what causes them to spawn there. (had this same problem myself, fixed it like that)


Ah yes, that seems to be it. Didn't expect that to be an option and I looked over it. I suggest that the default of that option is changed to disabled.

_________________
Steam


Top 
 Profile  
 
 Post subject: Re: Modding and map editor bug hub
 Post Posted: Mon Feb 13, 2017 8:30 pm 
Offline
Ronimo Team Member
User avatar

Joined: Thu Apr 23, 2009 5:45 pm
Posts: 8988
Chirimorin wrote:
Ah yes, that seems to be it. Didn't expect that to be an option and I looked over it. I suggest that the default of that option is changed to disabled.

I didn't know about that option either, I guess it's used in the tutorial to make the enemy Lonestar come back after he's killed. I agree that the default should be off for that setting, since it's rather confusing.


Top 
 Profile  
 
 Post subject: Re: Modding and map editor bug hub
 Post Posted: Mon Feb 13, 2017 8:48 pm 
Offline
Ronimo Team Member
User avatar

Joined: Thu Apr 23, 2009 5:45 pm
Posts: 8988
Hmm, now that I've looked into this: I checked and it seems like "creepRespawnable" is off by default. Are you sure you didn't enable that yourself? Can anyone confirm that it's indeed off when you place a new spawner?

Lol: Chirimorin is doing an internship at Ronimo right now as a coder, so it's kind of hilarious to talk about modding to him on the forums. He was literally sitting 2 meters from my desk today. :chew:


Top 
 Profile  
 
 Post subject: Re: Modding and map editor bug hub
 Post Posted: Mon Feb 13, 2017 9:49 pm 
Offline
User avatar

Joined: Tue Nov 20, 2012 11:14 pm
Posts: 867
Location: Argentina
Joost wrote:
Can anyone confirm that it's indeed off when you place a new spawner?

It is indeed off by default, but it seems people often enable it cause they think it's something related to making the creep respawn again in the CreepSpawner, not respawn in the blue base like it does.

_________________
I do Tech Support stuff now. PM me any issues you have.

I'm more likely to check on Steam Discussions than here, so if
there's something urgent be sure to report it there.

Yeah, I'm gay


Top 
 Profile  
 
Display posts from previous:  Sort by  
 
Post new topic Reply to topic Go to page Previous  1, 2, 3, 4, 5, 6 ... 12  Next