I'm trying to give a custom doodad, a horizontal stone wall, a 2x1 footprint. The footprint should block vision, ground units, buildings, and air units. When i apply a custom footprint, the editor ignores it. However, when i apply the footprints already available in the editor, it works.
My initial thought was that i copy something down wrong. So i copied an editor's footprints and made zero changes to it. I then apply the copy footprint onto doodad actor; it didn't work. Are custom footprints not allowed? Is there a way to get to my end goal?
I've tried modifying the editor's footprints and using it on my doodad actor; it works. However, it's extremely bugged. The editor would map copy edited footprint and prevent you from editing or deleting the copy.
Has anyone figure how to make custom footprint work?
@DrSuperEvil: Go
Sorry for the long delay in reply: i had to rebuild my entire map.
Yes, I have defined set one as the following: block vision, ground - no spawn, no build, and no creep.
I'll go over my entire steps.
In the data editor, create a new actor
In the actor properties prompt: the actor type is doodad, it's base on cActorDoodad, the doodad type is structure, and the field value is copied from rubble wall 90.
In the footprint editor, create a new footprint
It's footprint group is specific/structures and the field value is copied from "footprint 3x3 force field."
In the field, "Layers+" is double-clicked.
Size X is set to 2 and Size Y is set to 1
With the un-pathable terrain selected, the all 8 triangles are colored red.
Under "Layers: Placement Apply,"the set drop down menu is click and "Set one is selected."
The button define set is clicked.
Bock vision, ground - no spawn, no build, and no creep are check-marked. The others are not.
Okay button is clicked.
All 4 rectangle are then painted purple.
Okay button is clicked.
In the data editor, the actor is select
The actor is given the custom footprint
Save and exit the editor.
Reload the map
Place doodad; it does not snap to grid (snap to grid is off), red squares doesn't appear when placed (indicating un-pathable terrain), units can pass thru it, does not block line of sight.
However, if i use a footprint that is not custom made (in blue text): it does snap to grid (even with snap to grid off), red squares appear when placed, units can pass thru it, and it does block line of sight. The premade footprints are the wrong shape though or only have some of the properties I'm looking for.
Any ideas on what is going on with these custom footprints?
From what I know, the footprint editor has been bugged from day 1 and has never been fixed. Try copying a premade footprint 1 to 1, and see, how that one behaves.
Exactly the same as i would have made a one from scratch. I simply duplicated the footprint "footprint 1x1 (no build)," and gave it to the actor. However, the original footprint does work.
@maverck: Go
The footprint editor is the screen that prompts after you double-click "Layers+" or "Shape+" right? Or do you mean the footprint tab?
As anyone reported this to Blizzard? You would think something as crucial as custom pathing would be fixed within a year's time.
Is there an API that allows me to set a terrain cell as block vision, no ground units, no air units, etc...?
Can you explain how you got the footprint to work for you? I tired manually creating the footprint via XML, but the editor continues pretends as though the footprint doesn't exist. I copied the XML data from the footprint "Footprint 6x6 (Contour)" and pasted into my custom footprint. Below is the xml data.
I've exhausted every possible cause of the bug that could think of. Maverck, can you post your ComponentList (SC2COMPONENT file) and/or the footprint xlm? What did you use your footprint for?
~~
This is pissing me off. The only thing i can conclude is that custom footprints simply don't work, but maverck reports contradicts this. Does anyone have any ideas on what might be causing custom footprints to fail?
Also the footprint editor bugs so that the Shape - Borders is corrupted. You will see the various groups of numbers in sets of 3 defining lines. The last number of each set defines the pathing eg 2 is unpathable. Go to raw data mode and adjust those to get it to work.
I realise this thread is old but I've been searching the forum having the same problem.
This is one of the topics that I've stumbled upon and I've found no reliable answer in the end.
I figured it out on my own eventually.
Footprints do not work when they are duplicated until you reload your map.
After duplicating a footprint you just need to go "File -> Close" and then open your map again. The footprints should work fine now.
My problem was with a footprint that was a creep blocker and reloading my map was the fix.
I'm trying to give a custom doodad, a horizontal stone wall, a 2x1 footprint. The footprint should block vision, ground units, buildings, and air units. When i apply a custom footprint, the editor ignores it. However, when i apply the footprints already available in the editor, it works.
My initial thought was that i copy something down wrong. So i copied an editor's footprints and made zero changes to it. I then apply the copy footprint onto doodad actor; it didn't work. Are custom footprints not allowed? Is there a way to get to my end goal?
I've tried modifying the editor's footprints and using it on my doodad actor; it works. However, it's extremely bugged. The editor would map copy edited footprint and prevent you from editing or deleting the copy.
Has anyone figure how to make custom footprint work?
Have you gone to the Placement Apply menu and clicked the Define Sets button?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go Sorry for the long delay in reply: i had to rebuild my entire map.
Yes, I have defined set one as the following: block vision, ground - no spawn, no build, and no creep.
I'll go over my entire steps.
However, if i use a footprint that is not custom made (in blue text): it does snap to grid (even with snap to grid off), red squares appear when placed, units can pass thru it, and it does block line of sight. The premade footprints are the wrong shape though or only have some of the properties I'm looking for.
Any ideas on what is going on with these custom footprints?
Thanks.
From what I know, the footprint editor has been bugged from day 1 and has never been fixed. Try copying a premade footprint 1 to 1, and see, how that one behaves.
@Kueken531: Go
Exactly the same as i would have made a one from scratch. I simply duplicated the footprint "footprint 1x1 (no build)," and gave it to the actor. However, the original footprint does work.
@maverck: Go The footprint editor is the screen that prompts after you double-click "Layers+" or "Shape+" right? Or do you mean the footprint tab?
As anyone reported this to Blizzard? You would think something as crucial as custom pathing would be fixed within a year's time.
Is there an API that allows me to set a terrain cell as block vision, no ground units, no air units, etc...?
@Kueken531: Go
Can you explain how you got the footprint to work for you? I tired manually creating the footprint via XML, but the editor continues pretends as though the footprint doesn't exist. I copied the XML data from the footprint "Footprint 6x6 (Contour)" and pasted into my custom footprint. Below is the xml data.
I've exhausted every possible cause of the bug that could think of. Maverck, can you post your ComponentList (SC2COMPONENT file) and/or the footprint xlm? What did you use your footprint for?
~~ This is pissing me off. The only thing i can conclude is that custom footprints simply don't work, but maverck reports contradicts this. Does anyone have any ideas on what might be causing custom footprints to fail?
Thanks
Custom footprints works in game.
They do not show up in the editor and the objects are movable as if they don't have one.
The footprint editor triangle grid-view resets when you close it or click another footprint.
I assume changes made (in the triangle grid-view) to a custom footprint are kept in game as well.
Also the footprint editor bugs so that the Shape - Borders is corrupted. You will see the various groups of numbers in sets of 3 defining lines. The last number of each set defines the pathing eg 2 is unpathable. Go to raw data mode and adjust those to get it to work.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I realise this thread is old but I've been searching the forum having the same problem. This is one of the topics that I've stumbled upon and I've found no reliable answer in the end.
I figured it out on my own eventually. Footprints do not work when they are duplicated until you reload your map. After duplicating a footprint you just need to go "File -> Close" and then open your map again. The footprints should work fine now. My problem was with a footprint that was a creep blocker and reloading my map was the fix.
@xEillisx: Go
YOU ARE A GOD!, THANK YOU!
I have been crying and scratching my eyeballs out over this!, om MY GOD!. THANK YOU!
Suddenly my footprint works the first time i make it, just save close map and reopen...
zEillisx
THANK YOU AGAIN!.