Pitfall: I also experience "Test Document, I get an error with this message: Unable to execute '/Applications/StarCraft II WOL/Support\SC2Switcher.app'"
Solution: N/A
Pitfall: (Possibly a Mac only issue) - Unable to create new tabs in the data editor. For example, if I want to open the Effects tab in the Data editor and it is not currently open, nothing will happen. This makes working on my map impossible.
Solution: N/A
Pitfall: Warcraft III Data mod files appear to have disappeared entirely and are unavailable for download.
Solution: Wait for Blizz to fix that
Pitfall: Can't pawn items to shops
Solution: Someone mentioned adding an fake empty inventory to shops. I haven't been able to try it for myself due to inability to create tabs in data editor, and being unable to test the map itself.
Pitfall: Actors messed up and some models appear to be stacked on top of a unit. For example, multiple buildings set their actor events to one unit, causing the unit to look awful.
Solution: go through every actor event manually and fix it
You can open up the prologue missions in the editor but they seem to have their own dependency* that just has the stuff for them. I tried to see if there was any neat new units, and didn't seem to be. I also don't see a way to add that dependency to your own maps (at a glance)
- well I've only opened up one of the maps, so I could be wrong on the others
Pitfall: Borders of warcraft button assets were removed (not even completely)
Solution: manually add border texture to every used icon
You are aware it was a bug they had boarders in the first place right? The boarders are meant to be added via overlays if any so that they are applied to all icons for overall map style consistency. The fact WC3 icons had boarders meant that they were completely incompatible with SC2 icons as it looked ugly having WC3 boarders next to SC2 borderless icons.
Quote:
Pitfall: Multiple Texture sets don't work correctly. Solution: Don't use it until it's fixed. Keep your current textureset. If you wish to experiment, please backup your map.
Pitfall: Multiple Texture sets don't work correctly. Solution: Don't use it until it's fixed. Keep your current textureset. If you wish to experiment, please backup your map.
Tried XML modifying the fields?
Nothing to do with the Data editor. It's inside the terrain editor it crashes. I can still use the data editor after I add terrain sets just fine.
Pitfall: custom mouse cursor not working
Solution: change back to default ones and wait until bliz will fix
I'm pretty sure custom mouses never worked in Starcraft II. Long before the patch arrived, I tried to change the texture (tried .dds and .tga) and it just wouldn't work.
Pitfall: Borders of warcraft button assets were removed (not even completely) Solution: manually add border texture to every used icon
You are aware it was a bug they had boarders in the first place right? The boarders are meant to be added via overlays if any so that they are applied to all icons for overall map style consistency. The fact WC3 icons had boarders meant that they were completely incompatible with SC2 icons as it looked ugly having WC3 boarders next to SC2 borderless icons. Quote:
Pitfall: Multiple Texture sets don't work correctly. Solution: Don't use it until it's fixed. Keep your current textureset. If you wish to experiment, please backup your map.
Tried XML modifying the fields?
yes i am aware of that but they looked good as buff icons or anything else not button like.
I'm pretty sure custom mouses never worked in Starcraft II. Long before the patch arrived, I tried to change the texture (tried .dds and .tga) and it just wouldn't work.
i used ther human mouse cursor and it worked very well until now.
Pitfall: Units and commands on terrain height <= 8 "float" above the ground. Shadows are disconnected and move actions don't match cursor location.
Solution: Increase terrain height
Manually increasing terrain height across an entire map is impractical, but it can be directly increased in t3Terrain.xml (change heightMap offset). This creates problems with any objects or doodads which remain at the previous level (ie, underground). I wrote a quick python script to update all objects by a fixed amount; it seems to have worked fine on test maps and an active arcade map, but please feel free to message me if you experience any issues with it.
edit: Just to be explicit, the script is intended to update the "Objects" file.
I had a slightly different issue which manifested as 1) Cursor seeming to "fly" about 3 units too high, and Miners not able to collect at Mineral fields and units not able to pick up items from ground (to add to inventory).
Pitfall: Units on low ground not able to interact with other units on low ground. Cursor Pointer not aligned to cursor click location.
Solution: Reduce height of map base (Map Menu -> Map Options -> Base Height). Reduced from 8 to 2.
It looks like they took out two of the send transmission actions. You can still use them it copied from previously used stuff. There's no longer the regular one or the (advanced) one. Now it's just (simple) and (campaign). Make me wonder why. I'll have to take a closer look at the ones left to see if they fixed the system to not need the others or what.
Has anyone found a fix for all the (Unnamed) stuff? I've done TYAs fix for the locale but all the unedited actors have (Unnamed) in their name.
My fix only stops some localization errors with enGB locale. Sadly it doesn't bring back all the missing prefixes and suffixes. In the meantime I'd suggest just looking at raw data instead as most of these are still named in recognizable ways. In the terrain editor, you can select something and it's raw data name will appear in the bottom right.
Pitfall: Attack Animations don't work on some units
Solution: The actor of said unit is probably based on the actor of another one (in my case the zealot actor). Just change the Parent to "GenericUnitStandard" (double click on actor, 2. dropdown menu) and make sure that you reset the "events+" field. The problem is not custom events but some missing standard events, so changing this field again should be fine after the reset.
So 1 month ago i switched the cliff type from omojan manmade to hybridlabxelnagacliff manmade. After this patch the cliff is umojan manmade and i cannot change it to any terrain by the replace function in map textures but its possible by making another cliff and then modelling it back but this will take a few hours for all the cliffs to copy exactly like before... Any ideas how to do this with replace? Or anyone else had this problems?
Pitfall range actors have actor events mouse.HoverButton.on with random abilities
Solution: remove all new actor events from all range actors
Pitfall aoe splat actors are created on mouse.hoverButton
Solution: none yet, i cannot find the event for this, nor the macro, it seems like this is part of CURSOR
Pitfall aoe splats that are attached to the host (campaign raynors railgun ability) do not work anymore
Solution: none yet
This is likely a texture issue, not a 3.0 one. Imported models often don't load their textures in editor until after restarting the editor. Alternatively the model might not be looking for the texture in the right place. Most models (SC2/Heroes) look for texures in Assets/Textures, meanwhile WoW models look for textures in the root folder.
Bug: When I try to play my mod in the Arcade, no units, structures or resources spawn for either of the players. The map appears but no player can do anything except move the camera around and enjoy the darkness..
@DudkiSC2: Go
Pitfall: I also experience "Test Document, I get an error with this message: Unable to execute '/Applications/StarCraft II WOL/Support\SC2Switcher.app'"
Solution: N/A
Pitfall: (Possibly a Mac only issue) - Unable to create new tabs in the data editor. For example, if I want to open the Effects tab in the Data editor and it is not currently open, nothing will happen. This makes working on my map impossible.
Solution: N/A
Pitfall: Warcraft III Data mod files appear to have disappeared entirely and are unavailable for download.
Solution: Wait for Blizz to fix that
Pitfall: Can't pawn items to shops
Solution: Someone mentioned adding an fake empty inventory to shops. I haven't been able to try it for myself due to inability to create tabs in data editor, and being unable to test the map itself.
Pitfall: Actors messed up and some models appear to be stacked on top of a unit. For example, multiple buildings set their actor events to one unit, causing the unit to look awful.
Solution: go through every actor event manually and fix it
You can open up the prologue missions in the editor but they seem to have their own dependency* that just has the stuff for them. I tried to see if there was any neat new units, and didn't seem to be. I also don't see a way to add that dependency to your own maps (at a glance)
You are aware it was a bug they had boarders in the first place right? The boarders are meant to be added via overlays if any so that they are applied to all icons for overall map style consistency. The fact WC3 icons had boarders meant that they were completely incompatible with SC2 icons as it looked ugly having WC3 boarders next to SC2 borderless icons.
Tried XML modifying the fields?
@FunkyUserName: Go
For the Label thing, just increase its height instead of using the default height -Or you can ignore this message since it doesn't matter.
Also your last issue seems indicate your map is broken or your sc2 installation in incomplete. It seems fine for me.(unless you are using Mac)
Nothing to do with the Data editor. It's inside the terrain editor it crashes. I can still use the data editor after I add terrain sets just fine.
I'm pretty sure custom mouses never worked in Starcraft II. Long before the patch arrived, I tried to change the texture (tried .dds and .tga) and it just wouldn't work.
yes i am aware of that but they looked good as buff icons or anything else not button like.
i used ther human mouse cursor and it worked very well until now.
Pitfall: Select texture by id doesnt work.
Solution: Data-Textures's file has to be in Assets\Textures
Pitfall: Text tag background width is 10 times the length of text.
Solution: none found other than remove background.
Pitfall: Some imported models blueish instead of having texture: No Solution: hate working models so someone plz figure out this:)
I had a slightly different issue which manifested as 1) Cursor seeming to "fly" about 3 units too high, and Miners not able to collect at Mineral fields and units not able to pick up items from ground (to add to inventory).
Pitfall: Units on low ground not able to interact with other units on low ground. Cursor Pointer not aligned to cursor click location.
Solution: Reduce height of map base (Map Menu -> Map Options -> Base Height). Reduced from 8 to 2.
Has anyone found a fix for all the (Unnamed) stuff? I've done TYAs fix for the locale but all the unedited actors have (Unnamed) in their name.
nvm obsolute
It looks like they took out two of the send transmission actions. You can still use them it copied from previously used stuff. There's no longer the regular one or the (advanced) one. Now it's just (simple) and (campaign). Make me wonder why. I'll have to take a closer look at the ones left to see if they fixed the system to not need the others or what.
My custom cursor works as always. Even under 3.0
My fix only stops some localization errors with enGB locale. Sadly it doesn't bring back all the missing prefixes and suffixes. In the meantime I'd suggest just looking at raw data instead as most of these are still named in recognizable ways. In the terrain editor, you can select something and it's raw data name will appear in the bottom right.
Pitfall: Attack Animations don't work on some units
Solution: The actor of said unit is probably based on the actor of another one (in my case the zealot actor). Just change the Parent to "GenericUnitStandard" (double click on actor, 2. dropdown menu) and make sure that you reset the "events+" field. The problem is not custom events but some missing standard events, so changing this field again should be fine after the reset.
So 1 month ago i switched the cliff type from omojan manmade to hybridlabxelnagacliff manmade. After this patch the cliff is umojan manmade and i cannot change it to any terrain by the replace function in map textures but its possible by making another cliff and then modelling it back but this will take a few hours for all the cliffs to copy exactly like before... Any ideas how to do this with replace? Or anyone else had this problems?
Edit: got fixed after 5 editor restarts
Pitfall range actors have actor events mouse.HoverButton.on with random abilities
Solution: remove all new actor events from all range actors
Pitfall aoe splat actors are created on mouse.hoverButton
Solution: none yet, i cannot find the event for this, nor the macro, it seems like this is part of CURSOR
Pitfall aoe splats that are attached to the host (campaign raynors railgun ability) do not work anymore
Solution: none yet
@Hookah604: Go
This is likely a texture issue, not a 3.0 one. Imported models often don't load their textures in editor until after restarting the editor. Alternatively the model might not be looking for the texture in the right place. Most models (SC2/Heroes) look for texures in Assets/Textures, meanwhile WoW models look for textures in the root folder.
@PirateArcade | I make games | Ask me things on Discord
Bug: When I try to play my mod in the Arcade, no units, structures or resources spawn for either of the players. The map appears but no player can do anything except move the camera around and enjoy the darkness..
Sounds like you've got a trigger error. Turn on error displaying during online games and run it online. The error should show.