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    posted a message on How to create token and using it?

    Recently I start learning about the use of token in sc2 data editor.

    For instance:

    I create 2 CUnit entries, MyUnitTemplate and MyUnit:

        <CUnit default="1" id="MyUnitTemplate">
            <?token id="fac" type="CFacing" value="105.000000"?>
            <?token id="ab" type="CAbilLink"?>
            <AbilArray Link="##ab##"/>
            <Facing value="##fac##"/>
        </CUnit>
        <CUnit id="MyUnit" parent="MyUnitTemplate" fac="340.000000" ab="attack"/>

    MyUnitTemplate is abstract template, which has two token parameters (fac and ab) .

    MyUnit inhert from MyUnitTemplate, which use two tokens arguments (fac="340.000000" ab="attack").

    My question is:

    After save the the map, the warning occur:

    [11/8/2017 5:19:33 PM] Warning: XML: C:\xxxxx\GameData\UnitData.xml(9,9) : Unable to write value: ##fac##; reason: Core: invalid object type identification Source: E:\xxxx\testCatalog.SC2Map\ Entry: MyUnitTemplate Scope: CUnit Field: Facing

     

    Just as you can see, the token "ab" works well, but "fac" can't...

    Why I can't use fac as token in CUnit.Facing?

    Very thanks.

    Posted in: Data
  • 0

    posted a message on How to increase the log file size limit? Log file too larger TriggerDebug.txt (2MB max)

    I use TriggerDebugOutput to log message.

    But when TriggerDebug.txt reached 2MB, it fails:

    Scri: Log file too larger TriggerDebug.txt (2MB max)

     

    How to fix this issue?

    Thanks.

    Posted in: Triggers
  • 0

    posted a message on Question about DebugTrace Field in GameData (Abil/Effect/Behavior...)

    Hi all,

    I found that there is a DebugTrace Field in GameData (Abil/Effect/Behavior...).

    How to use this Field?

    Can we use this field to keep track of Abil/Effect/Behavior's execution?

    Very thanks.

    Posted in: Data
  • 0

    posted a message on GameCheatsEnabled() question and Develop Cheat Mode

    In reply to Forge_User_04585675:

    I found in SC2 editor,  File -> Preferences -> Test Document -> Additional Options
    Do you know the meaning of this function?
    Is there any Additional Options List which maybe include development mode parameters in it?
    Posted in: Triggers
  • 0

    posted a message on GameCheatsEnabled() question and Develop Cheat Mode

    In reply to Quntum:

    I did not know these cheat codes before.
    Thanks. 
    But it seems none of them can make GameCheatsEnabled(c_gameCheatCategoryDevelopment) return true.
     
    BTW, I found in SC2 editor,  File -> Preferences -> Test Document -> Additional Options
    Is there any Additional Options List which maybe include development mode parameters in it?
    Posted in: Triggers
  • 0

    posted a message on GameCheatsEnabled() question and Develop Cheat Mode

    In reply to Quntum:

    What do you mean by "map Test mode"?
    I press "Test Document Button" in map editor to launch the map, whether I am in "map Test mode" now?
    I tested "makeunit" cheat code, it can create a marine at my mouse target, but GameCheatsEnabled(c_gameCheatCategoryDevelopment) still return false.
    Another help:
    Could you tell me where I can find all cheat codes which like makeunit ?
    Very thanks.
     
    Posted in: Triggers
  • 0

    posted a message on GameCheatsEnabled() question and Develop Cheat Mode

    In reply to Forge_User_04585675:

     Could you tell me the development cheat list or where to find all development cheat list ? Very thanks.
    Posted in: Triggers
  • 0

    posted a message on GameCheatsEnabled() question and Develop Cheat Mode

    In reply to Forge_User_04585675:

    But none of them return true.
    I use the following triggers:
    Events
    TriggerAddEventChatMessage(c_playerAny, "a", true)
    Local Variables
    Conditions
    Actions
    UIDisplayMessage((PlayerGroupAll()), c_messageAreaSubtitle, (ConvertBooleanToText((GameCheatsEnabled(c_gameCheatCategoryPublic)))))
    UIDisplayMessage((PlayerGroupAll()), c_messageAreaSubtitle, (ConvertBooleanToText((GameCheatsEnabled(c_gameCheatCategoryDevelopment)))))
    First statement display True.
    Second display false.
    Posted in: Triggers
  • 0

    posted a message on GameCheatsEnabled() question and Develop Cheat Mode

    Recently, I want to read some official campaign maps source code (especially for built-in library source code, eg: Campaign (Swarm) ).

    I found there are a lot of Debug Triggers/Functions in this library, eg: Campaign (Swarm) / Story Debug / Footage Recoding / ZS_FootageRecording, so I want to use them to help me understand code.

     

    But these triggers usually have a Condition :  "Development cheats are enabled"

    Galaxy Code is :

    if(!((GameCheatsEnabled(c_gameCheatCategoryDevelopment) == true))) 
    { 
        return false; 
    }

     


    This means if GameCheatsEnabled return false, the trigger is useless.

    My question is when GameCheatsEnabled(c_gameCheatCategoryDevelopment) return true? or How to switch to Develop Cheat Mode?
    I have called GameCheatAllow(c_gameCheatAny, true), but GameCheatsEnabled(c_gameCheatCategoryDevelopment) still return false.
    It seems to need some develop cheatCode or launch parameters.
    Very thanks

     

    Posted in: Triggers
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