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    posted a message on Findong the galaxy source

    You can also type "browse" into the console (Window -> Console) in the editor.

    Posted in: Galaxy Scripting
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    posted a message on New Franchise for the SC2 Community

    Wait until Blizzard implements a real system.

    Posted in: Miscellaneous Development
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    posted a message on Dialog Render Priority
    Quote from zeldarules28: Go

    @Metatr0n: Go

    I would try that cool action called "set dialog item render priority"

    lol

    To be fair, he did ask about dialog and not dialog item ;)

    Posted in: Miscellaneous Development
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    posted a message on Text Tag list anyone?
    Quote from s3rius: Go

    <s val="xxx"> styled text </s> This will change the text's style into xxx. There is a large number of styles at our disposal. You can find a lot of them here: http://forums.sc2mapster.com/development/tutorials/2017-misc-text-styles-50-done/

    Is there an updated list? The link provided seems to be broken :(

    Also, I was looking through the built-in code and found the following:

    <s height="16">text</s> However in my own testing I haven't been able to get it to work..

    Posted in: Miscellaneous Development
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    posted a message on Attach Dialog to Dialog?
    Quote from Grogian: Go

    @SiNiquity: Go

    If you have one as left and one as right, the left will attach to the right. If you have one as left and one as center, the center will attach to the left.

    Gotcha. So the first anchor is the point in the upper dialog it should go (top left, center, etc), and the second anchor is the point on the contained dialog which is lined up with the first point.

    Posted in: Miscellaneous Development
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    posted a message on Attach Dialog to Dialog?

    I've got this working when creating a Dialog in one trigger and another in an Action. However, I'm a bit lost when it comes to the two anchors. I'm familiar with what an anchor is, just don't understand how the 2 function together.

    Posted in: Miscellaneous Development
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    posted a message on Additional features you want in GE
    Quote from RileyStarcraft: Go

    @SiNiquity: Go

    Use a validator.

    Sorry, meant from a trigger (i.e. you give me ability X such as Burrow, I tell you if the player's unit can actually use it). It's been a couple of months since I looked at the problem, but as I recall there wasn't a way to do it.

    Edit: Unless of course there's a way for triggers to create validators as well as read their state.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Additional features you want in GE

    Oh where to begin...

    • Mod bug: Library triggers included via a mod which run on map initialization should always execute, even if nothing in the mod's library is directly referenced by the map.
    • Various String -> Misc. conversions: There are several types that are effectively strings (ex: File - Image). However, going from String other way is not possible without "tricking" the editor. There are several use cases where one might want to go the other direction: for example, any icon retrieved via the Catalog actions will be returned as a String, but cannot be displayed in the UI unless it's an Image. For those that are impatient, to trick the editor simply change the variable holding the Catalog value to File - Icon [i]after you've assigned the variable[/i]. There's currently little (no?) type-checking in the editor.
    • Fix "Allow Multiple" for function parameters - it currently does nothing, but should mimic actions like Arithmetic - Integer (Multiple).
    • Fix "Set Unit Progress 100%" bug (if you do this to a training unit, the unit gets cancelled). Current work-around: set to 99% and hope the initial build time was small enough that 1% won't hurt too much.
    • A guaranteed way to tell if an ability is able to be used and is not waiting to be researched (checking if the ability is not "Disabled" only works part of the time).
    • Pausing a Morphing Unit cancels the morph.
    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Trigger Libraries in Mods, linked to maps

    Grr just ran into this problem myself. Was trying to make a mod that could simply be included in the map and applied transparently, without the author needing to do anything in particular. Hopefully Blizzard fixes this.

    Posted in: Galaxy Scripting
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    posted a message on Changing the resource icon

    Ok, so here's the Definitive Guide to creating a Custom Resource Icon.

    1. [Optional] Find the .dds icon you want in the Archive Browser and Export it. This can be done by going to the Data Editor, setting the Data Type to "Buttons," clicking on any value (e.g. "Hold Fire (Ghost)") and clicking Browse next to the Icon on the right side. Make sure your Data Editor is in Table View (it's one on the Orange icons - hover your mouse over one to see its name).
    2. Import your .dds icon via the Import Manager (F9). The game expects 3 icons (1 for each race).
    3. Rename each race's custom resource icon to "icon-health-<race>.dds" (e.g. "icon-health-zerg.dds"). Save after each rename.
    4. Right-click on the icon and select "Move files..." and in New Path type "Assets/Textures/" (May need to save after each move ~ I did it out of habit).

    There you go! I've noticed that when testing the document, I still see the old health icon; however, when I publish the map I see the correct one. I also see the updated icon when browsing in the archive browser.

    If anyone knows of a better way other than overwriting the health icon, please let me know :)

    Posted in: Miscellaneous Development
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    posted a message on Changing the resource icon

    I would like to add that in order for me to be able to export the DDS icons, I had to trick the exporter by deleting the default "..*" at the end of the filename and adding ".tga" (so for example changing "icon-name.dds..*" to "icon-name.dds.tga"). If I skipped this step I would receive an error stating "Invalid file name." Then I went to the exported location and removed the .tga file extension and was able to successfully import them into the editor.

    Edit: also, when renaming the files, make sure to save after renaming each one else the editor freaks out and starts swapping files around.

    Is this all normal? At this rate I'm wondering if my version's wonked..

    Posted in: Miscellaneous Development
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    posted a message on Is there a way to keep a unit from entering or leaving a region...
    Quote from Shinoogie12: Go

    @Redfox777: Go

    Hey Redfox, I was going to post pretty much what Atl0s said right up there ^ but I thought that a unit may be able to break through the invisible "barrier" of the edge of the region. Sure enough, a unit could in fact break free if a move order was spammed; with the unit out of the region, the trigger would no longer fire. SO, I decided to fix it up since I could also use something like this later on and came up with this:

    Trapped!
        Events
            Unit - Any Unit Leaves Region 001
        Local Variables
        Conditions
        Actions
            Unit - Order (Triggering unit) to ( Move targeting ((Position of (Triggering unit)) offset by 1.0 towards (Center of Region 001))) (Replace Existing Orders)
            Unit - Make (Triggering unit) Uncommandable
            Unit - Wait until (Triggering unit) Becomes idle
            Unit - Make (Triggering unit) Commandable
    

    Basically, it deals with the whole break-on-through spam clicking problem by making the unit uncommandable (again, sniped while writing this, but was too far in to just drop it) and moves the unit to a point 1 distance unit from the unit towards the center of the region to deal with larger regions / annoying long travel times and waits until the unit is idle once again to regain control although a wait time of .5 seconds seemed to work as well. The only tricky part in there is that you need to change the Order unit to (ability command) to Order unit to (Order Targeting Point)

    Edit: Also, if I recall, you were using my Hero Selection system tut for your map: Just a little note / shameless self-promotion here, I realized that after adding the whole second dialog to the test map, I kinda screwed up in the fact that it isn't so multiplayer friendly. Not to worry though, I did fix it, and as I recall your map will have a few people choosing heroes, so I wanted to let you know that I'll be updating the tutorial with a quick fix sometime over the weekend.

    Make unit uncommandable first

    Posted in: Triggers
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    posted a message on [Help] Going from [Beta] EU -> [Release] US Editor

    @SweetZombieJesus: Go

    Excellent, thank you good sir.

    Surprised this stuff hasn't been fixed by release. Is this classified as a bug by Blizz or Working As Intended (WAI)?

    Posted in: Miscellaneous Development
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    posted a message on [Help] Going from [Beta] EU -> [Release] US Editor

    Editor screenshot

    So I had a map I was working on during the beta. During this time I was in Europe and had the GB version of the game, but now I'm back in the States with the US version. When I open it with the US editor, the above screenshot is what I see. Needless to say I can't run it because all the variable identifiers disappeared, tho the logic appears to mostly be preserved.

    I still have the GB-Beta installed and I can open the map just fine, etc. I searched the forums and didn't see mass complaints about this issue, so I'm guessing it has something to with switching from the GB to the US version of the editor.

    Any ideas on how to fix this?

    Posted in: Miscellaneous Development
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    posted a message on New Editor

    Downloading the patch now!

    Posted in: Miscellaneous Development
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