it's a nice gesture. im sure people will make use of it.
if i wasn't already fed up with sc2 mapping i'd probably integrate this to SC2BW. ty regardless.
dont have to check all models
attachment points are all the same across all models.
just some have more. for example protoss units have shield attachment points. zerg units do not.
it's a loop i take it?
the only thing you can do is add waits for 0.0625 seconds in there.
it will take longer to load all your data. but it wont lock up if you place them correctly.
i doubt they'd care and i doubt you'd get in trouble
for a free map atleast
if the custom marketplace ever comes out you will never be able to sell a map using assets striped from another game.
but otherwise it's fine. seen this alot. many starcraft 2 models are used in hon as user made custom skins. hydralisk for slither and roach for parasite
Map Status and Publish dialogs indicate if the lighting map is out of date or not.
Creating Cycles in UI frame anchoring will no longer crash the game, instead it will output an error message.
Added alignment option when using the IMG tag in text. Values are top, bottom, middle, absolute middle.
Syntax highlighting for galaxy script and XML data can now be disabled.
Actor cheats are now available to map creators when testing their map from the editor.
Actor dump messages are now available to map creators. Includes AliasDump, AnimDumpDB, AttachDump, HostedPropDump, HostedPropDumpAll, RefDump, RefTableDump, TextureDumpDB, TextureDump.
Portrait Frames now have their own desc to use in .SC2Layout files. Currently supported fields are: BackgroundImage, BorderImage, MovieFrame, ModelLink, UseTransition.
Added Disable Observers map option, which prevents players from becoming observers in the game lobby.
Added two fields to MovieFrame Descs : Loop, LockAspectRatio.
Data Editor
Data Editor UI has been reorganized for a better workflow.
Complex fields in the Data Editor can now be expanded by double clicking on the plus sign.
Increased maximum number of unit command card buttons per card from 32 to 64.
If a teleport effect’s range is greater than 500, it will now ignore placement.
Revive orders can now automatically choose the hero to revive based on the command selected and the order they were created.
Map creators can now set time scale on bracket anims.
An attack can now be specified to cause no shield flash at all via the “None” Shield Flash Type value on CActorAction.
Actor now makes a distinction between actors that are created via the ActorCopy message and through all the other creation mechanisms.
Actors that are copied now get an ActorCopy message upon construction rather than an ActorCreation message, so that client data can distinguish between the two scenarios.
Added raw XML editing mode to Data Editor.
Added default parents for new objects in the Data Editor.
Added a “Transient” flag to the Arm Magazine, Learn, Research, Revive, Specialize, and Train abilities to indicate that the orders should not be added to either the unit’s main order queue or to a queue ability. These orders will complete immediately.
Added a “Use Unit Order Queue” flag to the Arm Magazine, Learn, Research, Revive, Specialize, and Train abilities to indicate that the unit’s main order queue rather than a queue ability should be used for those orders.
Added support for Unit Weapon Validators to check any weapon on the unit if no weapon is specified.
Added a flag to units called “Built On Optional” to indicate units can now be built on the terrain if they are not placed on another unit.
Added a “Turn Button Highlight On/Off” trigger to highlight buttons by button link. This will support highlighting buttons regardless of how the button is used (i.e. Select Larva, Select Worker, and Submenus).
Added support for items with abilities to display AoE cursors, show progress, and use the minimap for targeting.
Added support for the Revive ability to issue targeted commands.
Added support for persistent effects to attach revealers to units.
Added AnimSetTimeScaleAbsolute message for forcing animation time scale to a particular value, regardless of prior scales.
Added boosted cliff level support for units and doodads. Placed objects can specify the boosted cliff level amount. Units and doodads will then boost the cliff level of any cells in their footprints that are marked to “Boost Cliff”.
Terrain Editor
Added view setting for displaying terrain object names.
Trigger Editor
Timer Expires events can now match Any Timer.
Trigger Dialogs can now be attached to a unit.
Attempting to create or hookup a trigger dialog of the wrong type will now result in an error message.
Dialog Items of type Image can now have their image property set as an entry into the Assets.txt file in addition to a raw file name.
Added De-saturated and Desaturation Color properties to Dialog Items.
Added Mouse Enter and Mouse Exit Event Types for the Dialog Item is Used event.
Added Handle of Player trigger to query a player’s Battle.net handle.
Added “Unit Learn Progress” and “Unit Revive Progress” triggers to get the progress of Learn and Revive abilities.
Added a “Lock Unit Status Bar Display” and “Unlock Unit Status Bar Display” triggers. These are intended to replace the “Set Unit Status Bar State” trigger.
Added a “Show/Hide Alert Type” trigger to turn on/off specific alerts for a player group.
Added a “Enable/Disable Command Type” trigger to allow/disallow submenus, select larva, and select worker commands.
Added a “Pause Sound” trigger to pause/unpause a sound.
Added an “XP Gain Disabled” option usable with the “Player Melee Option” and “Enable/Disable Melee Option For Player” triggers. This option defaults to on.
Custom Map Bug Fixes
Alliance tests for the status bars and the info panel now use the passive and defeat alliance states to determine allies rather than vision and control.
Force effects now preserve existing unit velocity.
Units with an interact ability now clear the interacting state when killed.
Items that cannot be dropped can now be moved in the inventory.
Banks are now marked as verified when saved.
The Unit Attachment Point trigger now reports the correct height.
If more than one unit is selected with the Select Unit Group trigger after units have been deselected by means besides the Clear Unit Selection trigger, the newly selected units will now show up in the info panel.
Range indicators are now updated when an upgrade is applied.
Alerts will now use the Text field for a name if no Name is defined.
Newly created units that gain a weapon via an upgrade will now have that weapon enabled when created.
A unit’s height will now be changed immediately via triggers if the duration requested is 0.
Quitting out of a map will now cause the player leave trigger event to be dispatched before the player actually exits which will give triggers a chance to change the victory/defeat state.
The Enable/Disable Command Type trigger now disables minimap clicks properly.
Actors shown or hidden via triggers should now show immediately instead of being delayed by a game loop.
The Unit Selection trigger no longer resets the selected submenu if the selection isn’t actually changed.
Alerts with the “Self” flag cleared will no longer show the alert to the issuing player.
If a unit has a custom revive type configured, it will now use that when reviving via triggers.
The maximum value for the real version of the effect amount trigger now reports values correctly.
Persistent effects with a period of 0 can now execute at most once per game loop.
Revive abilities that only have a per-level cost will now work correctly.
The Gain Level trigger event will now dispatch multiple times if the amount of XP gained results in multiple levels being awarded.
Filters now work properly for range actors.
Issue order effects can now accept a point as a valid target.
The requirement validator now also checks shown requirements.
The Unit Has Behavior Flag trigger function now allows checking all flags properly.
Yaw can now be get/set properly via Camera trigger functions.
The Player Effect Used Unit Owner trigger function can now use all expected parameters properly.
Abstract data types cannot be used for non-default data.
The used number of charges is now clamped properly when modified via triggers.
Charges with a fractional used amount are now handled properly.
Changing the Kill XP unit property now results in a unit granting a custom amount of XP when killed.
Missiles now impact properly when the target filters of the ability or weapon that launched them are upgraded.
Behaviors granted by an ability are now replaced when that ability is leveled up.
Items with carry or equip behaviors now manage behavior stack counts properly.
Item abilities configured as transient will no longer interrupt existing orders.
Learn abilities can no longer learn themselves.
Behaviors which disable turning no longer disable movement.
Units with negative life armor no longer take damage if shields or behaviors absorb damage.
Objectives will no longer play sounds for players who cannot see them.
If a unit is killed while morphing, it will revert the morph before reviving.
Units may be created as “Under Construction” as long as an ability is configured to create it. Previously a unit needed to be able to produce it.
Creating and destroying objectives should no longer cause a crash.
Added a flag to Warp Train abilities to disable warp-in on ramps.
Added checks to prevent circular effect, loot, tactical, and validator data.
Fixed an issue where a targeted ability configured to use a teleport effect would fail to enter targeting mode.
Fixed an issue using the Set Unit Progress action on Zerg units.
Fixed an issue with clicking on an inventory slot while in targeting mode while using an item.
Fixed an issue where a force effect location would use a parent effect location instead of its own.
Fixed an issue with reviving a unit multiple times.
Fixed some issues with life change trigger events being dispatched from behaviors that modify life.
Fixed damage display on the hero info panel when the Collapse Buffed option is set.
Fixed some lockups during loading due to complicated custom data relationships.
StarCraft II Editor Bug Fixes
Data Editor
Duplicating a unit with a missile attack now properly duplicates the related actor data.
Terrain Editor
Terrain paste operations will now fail with a warning if pasted textures do not exist in the map texture set.
Assimilators, Extractors and Refineries now properly handle resource amounts defined in the properties dialog.
Editor minimap now correctly updates after placing water.
Invalid preplaced objects no longer prevent object groups from being initialized and using their patrol data.
Terrain objects are now properly snapped to cliff cells during placement and movement.
Fixed an issue with copying cameras that have custom colors applied.
Fixed an issue with previewing world relative sounds in the editor while the Terrain Editor is open.
Trigger Editor
The source column will correctly display Local for local elements within libraries.
Triggering Player/Unit Property Change event responses now returns the total amount of change if multiple changes occurred.
Fixed a potential crash issue that could occur when repeatedly clicking the Array checkbox for variables.
Fixed script editor slowdowns related to syntax highlighting.
Publishing
Fixed an issue that could cause team settings to be reset in the Game Variants in some cases.
Fixed a crash when attempting to publish a map with no neutral players defined.
Fixed a crash when attempting to publish a map with over 500 custom units or upgrades.
low sight radius and duration on wards doesn't increase skill cap in my opinion. it just promotes spamming them. there isn't a limit on the amount of wards you can buy iirc and they are cheaper. shrug.
Chu. great dota player. played HoN for a long time. was highest MMR for the entire time. until the time he switched to LoL. where he became highest ELO in that game. then quit. made that comment. there is no source. because LoL mods delete anything controversial. but google him and you'll find many.
i said SC2 should of had an amazing platform. like dota2 will have. this is not the engine or the game mechanics. im specifically talking about battle.net 2.0 and dota2's equivilant of it.
dota2 will continue to evolve just as dota1 has after it's "complete", valve has said all 104 heroes will be in the game for launch. then the new heroes start. the mechanic changes.
i have depression issues and alot of the time i feel incredibly alone. sometimes i force myself to play games i dont like simply because my friends are playing them.
i think my arguement was fine. just missinterpreted. i know my post was not as clear as it should of been.
0
it's a nice gesture. im sure people will make use of it.
if i wasn't already fed up with sc2 mapping i'd probably integrate this to SC2BW. ty regardless.
0
textures go in assets/textures
m3 can go anywhere.
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dont have to check all models
attachment points are all the same across all models.
just some have more. for example protoss units have shield attachment points. zerg units do not.
0
you can view attachment points on models in the sc2 editor previewer.
thats where i learnt whats what.
i've never imported a wow model before however.
you may need to recreate the attachment points using the sc2 helper i would think.
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do i just paste my credit card information here or...?
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@LitePollution9:
if you specify a specific attachment point the model will appear there
attachment points can be seen in the previewer by hitting A
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@LitePollution9:
they probably dont have the attachment point
there might also be a verify model actor term or something like that.
0
more changes
notably
-Custom maps with dependencies containing trigger libraries will now load significantly faster in the editor.
thank fuck thats being fixed.
0
it's a loop i take it?
the only thing you can do is add waits for 0.0625 seconds in there.
it will take longer to load all your data. but it wont lock up if you place them correctly.
0
*EDIT*
actually nevermind
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@Mozared:
HAHAHAHAHA SO CLEVER.
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i doubt they'd care and i doubt you'd get in trouble
for a free map atleast
if the custom marketplace ever comes out you will never be able to sell a map using assets striped from another game.
but otherwise it's fine. seen this alot. many starcraft 2 models are used in hon as user made custom skins. hydralisk for slither and roach for parasite
0
"The upload timeout period for publishing custom maps has been increased significantly."
horray
Custom Maps/Editor Patch Notes (I took over your thread! ~Sixen)
StarCraft II Editor Improvements
Custom Map Bug Fixes
StarCraft II Editor Bug Fixes
0
@Fullachain:
makes sense.
all i have to say is good luck.
0
low sight radius and duration on wards doesn't increase skill cap in my opinion. it just promotes spamming them. there isn't a limit on the amount of wards you can buy iirc and they are cheaper. shrug.
Chu. great dota player. played HoN for a long time. was highest MMR for the entire time. until the time he switched to LoL. where he became highest ELO in that game. then quit. made that comment. there is no source. because LoL mods delete anything controversial. but google him and you'll find many.
i said SC2 should of had an amazing platform. like dota2 will have. this is not the engine or the game mechanics. im specifically talking about battle.net 2.0 and dota2's equivilant of it.
dota2 will continue to evolve just as dota1 has after it's "complete", valve has said all 104 heroes will be in the game for launch. then the new heroes start. the mechanic changes.
i have depression issues and alot of the time i feel incredibly alone. sometimes i force myself to play games i dont like simply because my friends are playing them.
i think my arguement was fine. just missinterpreted. i know my post was not as clear as it should of been.