While we're on the topic of chat message inputs, is there a way to read for arguments? Like a player types -command <some integer>. The trigger would set some variable to <some integer>
Maybe it's just me, but if you're making a custom GUI based on a widescreen aspect ratio (16:9), parts of the GUI might be cut off or overlapped on a standard aspect ratio (4:3) or the less wide ratio (16:10).
Yea I know, who uses 4:3 nowadays anyway? But seriously, players that play on 4:3 might have this problem when it comes to custom GUI for maps.
Just a heads up to new map makers.
I'm new to custom GUIs myself, is there something (some numbers, coordinates) to keep in mind to prevent this problem? Anything but testing on a standard ratio, 4:3 looks really ugly on my monitor :)
I think it's just an fps display error. When you set your frame cap to something like 10, you'll easily notice it's actually 10fps even though the display says 300-500.
Because for a split second the patch notes for #15 said it fixed localization. And then the blizz poster edited it by removing it. Guess it wasn't fixed? :(
I want people to play the maps in public. Moreso than trying to prevent people from publishing the map. But at the moment, the only way to get people to play it public is to unlock it with no form of protection.
So testing this out. Don't like people doing some minor and possibly unbalanced adjustments, publishing the map, and then calling it the "Official" 2.0 version.
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Someone else published the old version but it clearly doesn't work well with phase 2. Argh they couldn't wait!
Currently fixing those problems.
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So there's no way of fixing this yet besides using an alternative leaderboard (custom dialog boxes etc)?
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I love you man.
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On the subject of missiles dying, what's causing missiles to die right after its associated unit that shoots the missile dies?
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Localization maybe?
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While we're on the topic of chat message inputs, is there a way to read for arguments? Like a player types -command <some integer>. The trigger would set some variable to <some integer>
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Maybe it's just me, but if you're making a custom GUI based on a widescreen aspect ratio (16:9), parts of the GUI might be cut off or overlapped on a standard aspect ratio (4:3) or the less wide ratio (16:10).
Yea I know, who uses 4:3 nowadays anyway? But seriously, players that play on 4:3 might have this problem when it comes to custom GUI for maps.
Just a heads up to new map makers.
I'm new to custom GUIs myself, is there something (some numbers, coordinates) to keep in mind to prevent this problem? Anything but testing on a standard ratio, 4:3 looks really ugly on my monitor :)
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@mikelat: Go
I like the loadings bars too. I was wondering if there's way to have custom text on the loading screen AND the player loading bars.
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I already miss beta :(
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Expected cowbell
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I think it's just an fps display error. When you set your frame cap to something like 10, you'll easily notice it's actually 10fps even though the display says 300-500.
My CPU and GPU resource usage also looks normal.
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Because for a split second the patch notes for #15 said it fixed localization. And then the blizz poster edited it by removing it. Guess it wasn't fixed? :(
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@ZeroAme:
I want people to play the maps in public. Moreso than trying to prevent people from publishing the map. But at the moment, the only way to get people to play it public is to unlock it with no form of protection.
@dingdingo:
Well there goes this idea. :(
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So testing this out. Don't like people doing some minor and possibly unbalanced adjustments, publishing the map, and then calling it the "Official" 2.0 version.
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Goto your unit's weapon and then the field Weapon - Allowed Movement, set to moving