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Infernal Ultimate BUG
The infernals ultimate sometimes only fire 1 wave instead of 2 waves. If it triggers every 1 sec and lasts 2 secs, set it to 2.9 or something. Starfall spell logic have irregular attack. Also hotkey R for Chaos Rain doesn't work either.
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Did you fix the infernal ability bug in 8.21???
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League (bug?)
I tried to start a league game, but to few players. Only I did within 2 min at start and a message appeared that league could not start cuz it was to few players. Then suddenly somewhere about 2:30.. another player joined the league???... YES the message "PlayerX" has joined the league game did appear after 2 min has passed... then at 3:00 the league could not be started with same message as at 2:00 game time. Is this suppose to happen? Or is it a league bug?
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normally that should only be displayed at 3:00...
but infernal bug, does it change the wave amount now?
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I haven't tried infernals ultimate yet in 8.21, but I didn't se anything about it in 8.21 changelogs so I was just asking. About the league info, it does appear at 2:00 and 3:00.
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when purchasing the infernal the hot key shortcut for the ultimate weapon skill doesnt work.
pressing R should activate it but it doesnt.
also another thing... dont mess with the DOGG1 he knows what hes talking about.
after several bug tests.. the only options for the lag seam to be the flamer weapon from the creeps, and or the terrain effects
not everyone can handle it.
if the creators could remove the added effects of weapons and the terrain effects then added them back one by one then this could be ruled out.
also... its been posted in previous versions that the TOWERS ARE TOO WEAK. come on give us a challenge.
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the hotkey cant be fixed because starfall hotkey in german is R, and i cant change hotkeys which are already the same in my version of wc3
im pretty sure you cannot share you money like doggi said...
the towers are weak, the tanks should be the challenge... and i dont want an endless game
about the effects: yes, you could temporarly disable the effects, but the problem is, if i test it, it doesnt lagg in the older version neither does it lagg in the newer version, so theres no way to find the reason for the lagg... otherwise: the flamer effect could be removed, the burning trees could have a bit less effects (which they already have in 8.21), but i dont want to remove it... ill perhaps try to create a better engine for the burning trees, as they still open many threads...
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About the bomb run in 8.20 and 8.21! The bomb explosion laggs more! Especially at bomb run. I can't remember the explosion ever lagged so much at 8.15 when the trader only could get it.
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hm, dont know... i changed something there, yes, but it should now be as it was before...
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Bob666 Wrote:im pretty sure you cannot share you money like doggi said... Come on man.... Do you think i come here with random theories or something? Before i post i test it all thoroughly.... Fire up 8.20 or 8.15 and test it:
DOGG1 Wrote:Yeah... here's the full method....
DOGG1 Wrote:8.20 BUG
How to cheat:
the point of no sharing is to not be able to share, unless -share is typed, right?
In no share mode...
player1 wants a weapon.
player2 is rich and can buy him one.... but this is a no-sharing game.
player1 buys tech mech.
player1 types -afk
player2 controls tech mech and buys a weapon.
player1 'returns' and has a free weapon in his tech mech, which he can now use.
Anyhow i think it's fixed now because the tech mech's slots are filled also... i guess exodus is responsible for fixing it...
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That bug doesn't work anylonger in 8.21. But tinker tower....
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TKF Wrote:That bug doesn't work anylonger in 8.21. But tinker tower.... You mean buying with friend's tower? If so, this is in chglog so i think it's all good now:
8.12 ChangeLog Wrote:*When you are afk the inventory of your Tech Mech's and Tower are also filled
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i fixed that bug... and it should also be fixed with the tinker towers, as i used a pick every units owned by player function for that
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First off, I'd like to say great work, I really enjoy playing your map and I'm sure many others appreciate it.
I'm not 100% sure if this is a bug, but the infernal's wave attack (the name escapes me but its the second spell that shoots out a wave around the infernal) doesn't seem to be doing the amount of damage stated. I've used it while standing right next to the creeps. Can anyone confirm this with me? Also, I like to throw this in there, I feel like the range for this spell is too small and it doesn't help in battle maybe you can increase the range for the wave spell just a little bit?
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yes, there was a bug with the chaos wave... it did always level 1 damage, or even level 0^^ (because the dummy ability was set to the level of the goblin shockwave, but the infernal doesnt have that ability^^ it was copied from that one)
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A couple bugs:
- Thunder Tank's Electro-Aura doesn't level up properly until you die at least once. Exact example: played Rush, leveled it four times (rapidly) which should deal 140 damage, but the creeps took damage as though it was the first level. After dying, they took damage as normal. (This occurred in 8.21, but I didn't see anything specific about this in the .22 update list.)
- Double-kill bonus without killing twice within the given amount of time. It's not like it was close, either: this would happen randomly when a person hadn't died in at least a minute. I apologize that I don't have any additional information, but it could be that the timer for the double-kill isn't turning off or something. It's happened against various tanks.
DPS > Range, 'nuff said.
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hmkay... ill check that...
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About the double kill events, I also experienced someone getting it suddenly on their only 1 kill.
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i searched for it in the vehicle death trigger, but did not find anything to that... ive now changed it a bit and perhaps fixed it^^
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Arrrgghh I can't stack my mines. I recently got annoyed by this. Also the spells stops automatically, I always use SHIFT cmds and the spell cancels. Then suddenly I haven't used the spell and the annoying message appears. Possible to make the spell go automatically (mines moved to limit range prevent stacking on each other) OR to decrease range stack limit slightly (90)?
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The mine skill seem to be trigger enhanced, since I don't know any goblin mine logic that ONLY triggered by heroes. Try to make it myself, but doesn't get far with my poor knowledge in the editor.
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yes, its scripted
and automatically move it to another location? well, thats difficult, how do you get the nearest location which is out of range? and if theres no place for the mines, the unit should move and then place the mine... and thats impossible without removing the shift command...
im very sorry about this, as it also annoys me that you cant just add a command or something like that, shift commands can only be created by users, and not be modified by triggers
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