So, I'm actually surprised I can't find any info on this. I figured more people would be playing with water levels by now.
Anyway, when you raise/lower water levels via triggers, the minimap doesn't update. So, let's say you have a map that gets flooded. Well, after the water level rises, the minimap doesn't update at all and still displays it as if there was no water. As you can imagine, it's really bothersome.
I can't seem to find a trigger to redraw the minimap, so I was wondering if anyone else has, or if there's another way to redraw it. I can't imagine Blizzard overlooking something this major with the editor, but I've been wrong before.
Hm, interesting, how about set screen mode to fullscren and set to normal back ? Or go to cinematic mode and return ? Or hide UI Frame - Minimap and show ?
None of those seem to work. I should also note this is a melee map, so disabling the UI and switching screen modes is out of the question even if they did work.
I checked out a few of the Blizzard campaign maps that have rising lava, and noticed the minimaps don't update on those either. So basically, the minimap seems to only render at the start of the game which is the issue. Is there perhaps a way to custom script a minimap refresh or something?
Related but unrelated, I'm going to need to restrict access to flooded areas. I noticed with lava there is a trigger to kill units on low ground or something. Is there perhaps a way to block ground movement by height? Or am I going to have to manually place pathing blocks all over the map and add/remove them as needed?
I think your confusing the term "rendering" with "Things that actually show on the mini map. Units have specific actor settings that show the blips on the mini map.
the minimap can't be updated because it's a simple image file which gets
saved while saving the map in the editor :P
He means in game... not in the editor. Like on the lava level. It the minimap doesnt reflect the changes in the lava when the lava covers the playable area at certain intervals.
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He means in game... not in the editor. Like on the lava level. It the minimap doesnt reflect the changes in the lava when the lava covers the playable area at certain intervals.
it's the same
saving a map in the editor also saves the minimap image, then it will always stay the same as the map was when saving it, ingame and editor
it's the same
saving a map in the editor also saves the minimap image, then it will always stay the same as the map was when saving it, ingame and editor
Ok I think what your hinting at is that the "back ground" of the in-game minimap is just an image. Not a real-time representation of the current texturing.
Though the rest of the mini-map is rendered on top of the "back ground" image for the mini-map, such as the units icons being rendered on the mini-map.
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Would it be possible to generate a minimap for each water level using the map editor (like, save the map at different levels and then extract the minimaps) and use a script or something to switch from minimap.tga to minimap2.tga when the level changes?
Is there a tutorial somewhere to explain how to change minimap images, then? I mean, it's just a UI element... so it should be possible to simply swap the image file there, the same way you can change a portrait or wireframe, etc.
Is there a tutorial somewhere to explain how to change minimap images,
then? I mean, it's just a UI element... so it should be possible to
simply swap the image file there, the same way you can change a portrait
or wireframe, etc.
Might wanna hold off on that untill after next patch they are making big changes to the Standard UI components.
Rollback Post to RevisionRollBack
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KageNinpo = SN
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DialogLeaderboard & TeamSort
My Projects
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So, I'm actually surprised I can't find any info on this. I figured more people would be playing with water levels by now.
Anyway, when you raise/lower water levels via triggers, the minimap doesn't update. So, let's say you have a map that gets flooded. Well, after the water level rises, the minimap doesn't update at all and still displays it as if there was no water. As you can imagine, it's really bothersome.
I can't seem to find a trigger to redraw the minimap, so I was wondering if anyone else has, or if there's another way to redraw it. I can't imagine Blizzard overlooking something this major with the editor, but I've been wrong before.
@sGSerejai: Go
Hm, interesting, how about set screen mode to fullscren and set to normal back ? Or go to cinematic mode and return ? Or hide UI Frame - Minimap and show ?
Tell me which one works
None of those seem to work. I should also note this is a melee map, so disabling the UI and switching screen modes is out of the question even if they did work.
I checked out a few of the Blizzard campaign maps that have rising lava, and noticed the minimaps don't update on those either. So basically, the minimap seems to only render at the start of the game which is the issue. Is there perhaps a way to custom script a minimap refresh or something?
Related but unrelated, I'm going to need to restrict access to flooded areas. I noticed with lava there is a trigger to kill units on low ground or something. Is there perhaps a way to block ground movement by height? Or am I going to have to manually place pathing blocks all over the map and add/remove them as needed?
@sGSerejai: Go
I think your confusing the term "rendering" with "Things that actually show on the mini map. Units have specific actor settings that show the blips on the mini map.
Terrain textures show in a specific manner.
the minimap can't be updated because it's a simple image file which gets saved while saving the map in the editor :P
He means in game... not in the editor. Like on the lava level. It the minimap doesnt reflect the changes in the lava when the lava covers the playable area at certain intervals.
Is it possible to create region and use trigger to make the low ground unaccessible?
it's the same
saving a map in the editor also saves the minimap image, then it will always stay the same as the map was when saving it, ingame and editor
Ok I think what your hinting at is that the "back ground" of the in-game minimap is just an image. Not a real-time representation of the current texturing. Though the rest of the mini-map is rendered on top of the "back ground" image for the mini-map, such as the units icons being rendered on the mini-map.
Would it be possible to generate a minimap for each water level using the map editor (like, save the map at different levels and then extract the minimaps) and use a script or something to switch from minimap.tga to minimap2.tga when the level changes?
@sGSerejai: Go
yep that's possible
but maybe you'll have to make a custom minimap with dialogs then if it's not possible to change the pic :S
Is there a tutorial somewhere to explain how to change minimap images, then? I mean, it's just a UI element... so it should be possible to simply swap the image file there, the same way you can change a portrait or wireframe, etc.
Might wanna hold off on that untill after next patch they are making big changes to the Standard UI components.