The preload bank trigger action creates an entry in a xml file within the map itself. The trigger actions for preload shouldn't do anything.
If the entry in that xml file isn't existing, then the bank won't be shared during loading screen anymore and maps that aren't existing for other players can't be opened. It makes sense because the game runs synchronized and therefore every player needs all data.
However, Blizzard has added a way to share bank files during runtime. It takes a while depending on the size, but it's possible. But, in most cases a distribution of the bank files during map load should be prefered.
Well, you can try that, but you would need to wait before using the data from the banks (it has its own wait statement). I didn't test this myself, yet, but from what I've heard, it's working.
Regarding the dropping issue, this seems to be a horrific problem. Maybe the loading of required assets is the problem as that is stalling specific players' computers. But it's just a guess.
I assume the banks are smaller than 1mb? So, their size cap shouldn't be the problem...
Are you showing/hiding the gameUI multiple times for a player?
(For example, hiding the gameUI twice completely breaks it for me not being able to show it again even after multiple "show" actions.)
Wait, so let me get this straight, I can't just post barely worked on maps, gradually make them better, and expect all my bad ratings to disappear? Crazy, guess map makers should only upload finished maps!
-> Discourages early publishing => discourages experimentation / early tests => less innovation, less maps, polished maps which might not be fun
Also, there is no effective way to get players that want to test a new map... in SCBW I just named my game "testing my new map" or something and people joined who expected something unfinished, but new (and playing with the map author).
For development purposes, the rating and open lobby system isn't great as it's not encouraging it.
Also, I would like to have arcade icons within the open lobby entry's tooltip. Melee maps show the terrain, so why don't arcade games show the map icon?
Sometimes it happens that you upload an update with a game-breaking bug you didn't know of (it happened me once and exactly when my map was on the first page).
What do you do then?
I've 1 star ratings because of players were dropped during loading screen. ^.^ But the issue was fixed some weeks after, but I don't expect the reviews to disappear.
But this mustn't mean that the unit was killed within a transport. I believe there are other rare circumstances that can lead to p16 kills. But I don't know any details as that problem bugged me, too... (and only occurred once I believe).
But it's worth to test.
Other ways: Buff's death effect to make the transport invincible which starts a trigger that deals with the cargo units & the transport. The effect's caster/target should determine the killing player.
StarCraft 1 had a mod scene every big as large and vibrant as WarCraft 3. There were at least as many 3rd party editors made for StarCraft 1 as WarCraft 3. And it lasted for even longer than WarCraft 3's scene ever did.
Let me ask you this. Did StarCraft 1 have First Person or Third Person maps? Not only that but were there 1st/3rd person survival horror maps, 1st/3rd person racing maps, 1st/3rd person RPGs? WarCraft III's modding community is still going on. StarCraft 1 is extremely limited compared to WarCraft III.
The reason why there were so many 3rd party editors is because StarCraft 1's editor was so extremely limited. You couldn't create new units, only edit them. So of course, new editors would have to appear.
Stop spreading lies!
It's not possible to add new units to SCBW. Even when you create a mod (= alteration of the game exe and a new patch mpq), you can't add units, just edit the 227 unit slots that are existing.
SC1's editor didn't let you do everything you could possibly do. So, editors like scmdraft2 expanded the possibilities: editing terrain on a tile basis, a few more data things like upgrade#60 that alters worker, turret, and psi storm damage and a few other things like a way better editor UI, string recycling, color code generation via text tags, extended player units (-> altering things like the game speed or altering player supply limits via writing into other areas in the editor using these too high player numbers), extended player colors, inverted locations, trigger conditions that check other memory locations, text based trigger editor, ...
But "new" data wasn't added. 3rd party editors were created because these unnecessary limitations and horrible default UI [thaaaat tiny trigger editor back then...]. SC2's editor has no limitations we can't overcome with a text editor editing xml. At least this is how it seems right now, after 3 years.
The data field has been removed. This setting is now a part of the UI (allowing interface files to alter it as those can't alter data module's content).
Put this code into a new layout added into the UI module and the black bar is gone.
Start sc2 editor, create a map, then window (top right in menu) -> console -> type "browse" and press enter -> search the files you need, right click and export
Is that a diablo project? Where is it, is it released?
The auras I implemented aren't in the playable content, yet. They will become available once I release the skilltrees. Most likely when I've more or less finished the whole game.
Add a site operation that adds a Z offset to the actor. Search "higher by" in the actors and you find a few Blizzard created, duplicate one and alter the offset value.
i dont quite understand is how the " relative="$parent/...." " works exactly.
It's referencing another frame in the frame tree. "$parent/" means that it goes up 1 level, so the anchor will use the min/max/mid position of the parent frame (= the frame one level above, it's the one that directly contains the frame you set the anchors for).
Also, there is "$this", in case you want to reset an anchor. For example, this is required if you want to alter the used anchors of a frame from bottom left to top right.
Also, you can specify frame names to go into, too.
For example, here I used $parent multiple times to attach the anchors of the ResourcePanel Frame directly to the GameUI frame. It's telling each anchor from which frame it should pull the data.
Width/Height val=0 resets the width/height value. Then the frame will use the anchors for width/height. So, in this code, the ResourcePanel frame would stretch to its full size which the anchors determine.
But in cant manage to make my own frames and texts appear on the screen.
You alter an existing frame and add a new frame into it.
<!-- TOGGLE for bottom screen UI --><Frametype="Frame"name="GameUI/UIContainer/FullscreenUpperContainer"file="GameUI"><Frametype="ToggleControl"name="ToggleBottomScreenUI"><Anchorside="Bottom"relative="$parent"pos="Max"offset="0"/><Anchorside="Left"relative="$parent"pos="Min"offset="0"/><Anchorside="Right"relative="$parent"pos="Max"offset="0"/><Heightval="5000"/><CollapseLayoutval="true"/><Shortcutval="Control+W"/><Visibleval="false"/><AcceptsMouseval="false"/><RenderPriorityval="0"/><Frametype="Frame"name="A"><Anchorrelative="$parent"/></Frame></Frame></Frame>
Here I'm editing the FullScreenUpperContainer frame. I'm adding an element to it and configure it.
Text is shown via labels. You link a new text entry that you add into the text module of the editor. Usually these new IDs are named "DOCSTR_". You can find that value in the table and define the text you want to show.
Then you set your label to reference that ID by writing <Text val="@WRITE_ID_OF_THE_TEXT"/>. Also, you can define a style which the label will use by default. Styles can be added in the style tab of the editor's text module.
I really think the situation improved. At least a few things I didn't like were altered like the open games list was just mirroring the top played because top played maps were usually started more often making them always appearing on the top of the old list.
Changes I would like to see:
- If I would alter something, I would re-introduce bookmark icons to the open games list and add the map's icon to the list entry's tooltips (or even show the icons in a list just like the browsing pages do, if the user choses that... [-> adding a viewing option]).
Before I join the games I often want to see its icon because I might know the map's icon, but not the name.
- Also, adding a "recently updated" list (like "new", "top played", "top rated"), would be awesome, too. Sometimes I just want to see which maps were recently updated, so I might check them out.
Comments on their changes:
- The videos about the featured maps bring a lot of attention to other maps and makes changes to the maps people play. So, I think this is really great.
- Spawning feature is cool. But your suggestion for a way to allow free players to try everything on the arcade somehow would it make more awesome. Maybe they could just add free arcade weekends for people to explore everything there is and the marketing team would love having more different things they can present to non-SC2-owners to advertise the game.
All my maps from Amber Sun have that problem, so uploaded files exist.
I checked "Amber Sun 03" and the only thing I noticed is that the file uses the enGB locale. So, I guess, that for some reason, the editor seems to alter the active locale for some reason.
My editor is set to use enUS and I altered all of my maps to use enUS, so my editor has that locale activated after opening a map. When I would change something in your map, it would create a new locale which would only contain the text entries I add. This would lead to the problems you experience.
So, verify that your editor is set to have the enGB locale active in its preferences -> General -> Locale.
If that problem persists, I fear you need to verify the active locale under:
Map -> Locale -> your locale needs to have the checkmark, if there is no checkmark, then it has a non-existent locale active which leads to the problems you experienced.
Maybe there is a scenario in which the editor changes the active locale for some reason to something that isn't enGB. If you find a scenario for that, you should tell Blizzard when this is happening.
Whenever that problem happens, you can save the map as a new file and then check Map->Locale or the import manager (-> activate checkbox) to find out which locales are present in the map. There should be a wrong one then.
-> Settings problem or editor bug/problem that alters the active locale...
0
@KorvinGump: Go
The preload bank trigger action creates an entry in a xml file within the map itself. The trigger actions for preload shouldn't do anything.
If the entry in that xml file isn't existing, then the bank won't be shared during loading screen anymore and maps that aren't existing for other players can't be opened. It makes sense because the game runs synchronized and therefore every player needs all data.
However, Blizzard has added a way to share bank files during runtime. It takes a while depending on the size, but it's possible. But, in most cases a distribution of the bank files during map load should be prefered.
Well, you can try that, but you would need to wait before using the data from the banks (it has its own wait statement). I didn't test this myself, yet, but from what I've heard, it's working.
Regarding the dropping issue, this seems to be a horrific problem. Maybe the loading of required assets is the problem as that is stalling specific players' computers. But it's just a guess.
I assume the banks are smaller than 1mb? So, their size cap shouldn't be the problem...
0
@KorvinGump: Go
You don't need to preload in singleplayer. You still need to preload for multiplayer.
0
Are you showing/hiding the gameUI multiple times for a player?
(For example, hiding the gameUI twice completely breaks it for me not being able to show it again even after multiple "show" actions.)
Which dependencies are you using?
0
-> Discourages early publishing => discourages experimentation / early tests => less innovation, less maps, polished maps which might not be fun
Also, there is no effective way to get players that want to test a new map... in SCBW I just named my game "testing my new map" or something and people joined who expected something unfinished, but new (and playing with the map author).
For development purposes, the rating and open lobby system isn't great as it's not encouraging it.
Also, I would like to have arcade icons within the open lobby entry's tooltip. Melee maps show the terrain, so why don't arcade games show the map icon?
I've 1 star ratings because of players were dropped during loading screen. ^.^ But the issue was fixed some weeks after, but I don't expect the reviews to disappear.
0
Killing Player is the invalid player number 16.
But this mustn't mean that the unit was killed within a transport. I believe there are other rare circumstances that can lead to p16 kills. But I don't know any details as that problem bugged me, too... (and only occurred once I believe).
But it's worth to test.
Other ways: Buff's death effect to make the transport invincible which starts a trigger that deals with the cargo units & the transport. The effect's caster/target should determine the killing player.
0
Stop spreading lies!
It's not possible to add new units to SCBW. Even when you create a mod (= alteration of the game exe and a new patch mpq), you can't add units, just edit the 227 unit slots that are existing.
SC1's editor didn't let you do everything you could possibly do. So, editors like scmdraft2 expanded the possibilities: editing terrain on a tile basis, a few more data things like upgrade#60 that alters worker, turret, and psi storm damage and a few other things like a way better editor UI, string recycling, color code generation via text tags, extended player units (-> altering things like the game speed or altering player supply limits via writing into other areas in the editor using these too high player numbers), extended player colors, inverted locations, trigger conditions that check other memory locations, text based trigger editor, ...
But "new" data wasn't added. 3rd party editors were created because these unnecessary limitations and horrible default UI [thaaaat tiny trigger editor back then...]. SC2's editor has no limitations we can't overcome with a text editor editing xml. At least this is how it seems right now, after 3 years.
0
The data field has been removed. This setting is now a part of the UI (allowing interface files to alter it as those can't alter data module's content).
Put this code into a new layout added into the UI module and the black bar is gone.
0
Start sc2 editor, create a map, then window (top right in menu) -> console -> type "browse" and press enter -> search the files you need, right click and export
0
The auras I implemented aren't in the playable content, yet. They will become available once I release the skilltrees. Most likely when I've more or less finished the whole game.
But you can see them in the video I made here.
0
@Fullachain: Go Export the image, edit it/make a new one. Then alter the texture via TextureSelectByID.
That's how I made a few aura icons like this:
0
Add a site operation that adds a Z offset to the actor. Search "higher by" in the actors and you find a few Blizzard created, duplicate one and alter the offset value.
0
It's referencing another frame in the frame tree. "$parent/" means that it goes up 1 level, so the anchor will use the min/max/mid position of the parent frame (= the frame one level above, it's the one that directly contains the frame you set the anchors for).
Also, there is "$this", in case you want to reset an anchor. For example, this is required if you want to alter the used anchors of a frame from bottom left to top right.
Also, you can specify frame names to go into, too.
For example, here I used $parent multiple times to attach the anchors of the ResourcePanel Frame directly to the GameUI frame. It's telling each anchor from which frame it should pull the data.
Width/Height val=0 resets the width/height value. Then the frame will use the anchors for width/height. So, in this code, the ResourcePanel frame would stretch to its full size which the anchors determine.
You alter an existing frame and add a new frame into it.
Here I'm editing the FullScreenUpperContainer frame. I'm adding an element to it and configure it.
Text is shown via labels. You link a new text entry that you add into the text module of the editor. Usually these new IDs are named "DOCSTR_
". You can find that value in the table and define the text you want to show.
Then you set your label to reference that ID by writing <Text val="@WRITE_ID_OF_THE_TEXT"/>. Also, you can define a style which the label will use by default. Styles can be added in the style tab of the editor's text module.
I hope that helps.
0
Does the following describe what you are doing?
Event - Dialog Button used
Condition - Button is active == true
Actions - Deactivate Triggering Button ....ACTIONS......wait( something like: 0.5, real time).... Activate Button
I assume that you have no wait or a too small wait in there.
Multiple clicks on the button will fire the event multiple times. My experience tells me that SC2's trigger execution is linear and not parallel.
0
I really think the situation improved. At least a few things I didn't like were altered like the open games list was just mirroring the top played because top played maps were usually started more often making them always appearing on the top of the old list.
Changes I would like to see:
- If I would alter something, I would re-introduce bookmark icons to the open games list and add the map's icon to the list entry's tooltips (or even show the icons in a list just like the browsing pages do, if the user choses that... [-> adding a viewing option]).
Before I join the games I often want to see its icon because I might know the map's icon, but not the name.
- Also, adding a "recently updated" list (like "new", "top played", "top rated"), would be awesome, too. Sometimes I just want to see which maps were recently updated, so I might check them out.
Comments on their changes:
- The videos about the featured maps bring a lot of attention to other maps and makes changes to the maps people play. So, I think this is really great.
- Spawning feature is cool. But your suggestion for a way to allow free players to try everything on the arcade somehow would it make more awesome. Maybe they could just add free arcade weekends for people to explore everything there is and the marketing team would love having more different things they can present to non-SC2-owners to advertise the game.
0
I checked "Amber Sun 03" and the only thing I noticed is that the file uses the enGB locale. So, I guess, that for some reason, the editor seems to alter the active locale for some reason.
My editor is set to use enUS and I altered all of my maps to use enUS, so my editor has that locale activated after opening a map. When I would change something in your map, it would create a new locale which would only contain the text entries I add. This would lead to the problems you experience.
So, verify that your editor is set to have the enGB locale active in its preferences -> General -> Locale.
If that problem persists, I fear you need to verify the active locale under: Map -> Locale -> your locale needs to have the checkmark, if there is no checkmark, then it has a non-existent locale active which leads to the problems you experienced. Maybe there is a scenario in which the editor changes the active locale for some reason to something that isn't enGB. If you find a scenario for that, you should tell Blizzard when this is happening. Whenever that problem happens, you can save the map as a new file and then check Map->Locale or the import manager (-> activate checkbox) to find out which locales are present in the map. There should be a wrong one then.
-> Settings problem or editor bug/problem that alters the active locale...