Hopefully some folks who want to help out with the project will respond to this thread :) I'd love to get a few folks together so I could do an orientation on the system and see what we can do to improve it.
Because I don't have the time lately to maintain PeepMode properly, I'm looking for experienced mapmakers to take the reigns on this project and move it forward. The immediate goals are:
Anyone know of a fix for this? Does reinstall work? I'm guessing we're going to have to wait for a hotfix patch, but if anyone has any solutions, please share.
Also having this issue, and it appears to be affecting the Terrain editor. I'm getting all sorts of invalid doodad placements on a current ladder map and the terrain is invisible.
This can be solved using a mixture of UI editing and triggers. Thanks to Ahli634 for providing this solution (see attached). Note that UI XML must be exported from the UI Editor, added to an SC2Layout file, and imported to your map (and specified as custom layout in Data editor).
I have a situation where there is a valid reason to hide the chat log. In short, players can cheat by opening the standard chat log and seeing content from other players who can feed them information. I create my own chat log that fixes that and it also pops up when you hit F11. So I am simply replacing the functionality provided in the chat log and want to hide or obscure the standard one. Previously, this was possible.
I copied/pasted the XML from the UI Layout editor to ensure names were correct. They have not changed, it seems. So perhaps Blizzard has simply disabled the ability to change this. I get why, in my cases, this would be appropriate but in my case it's a problem.
Before LotV, I was able to use an SC2Layout file to hide the Chat Log (MessageLogDialogTemplate) by setting the height on the "BackgroundFrame" to 100 (so just the title was displayed). See attached file that used to work fine. However, that stopped working in LotV. I've gone into the UI Editor and copied/pasted the appropriate XML into my SC2Layout file, changed the same values, and it has no effect. I've tried other things with this XML and nothing seems to work.
What's the best way to hide the Chat Log so that when someone presses F11, chat messages are hidden? I don't care if the background panel comes up, I just need to make sure no one can see the chat content. Thanks!
Okay thanks. I'm hesitant to spend much time recreating a minimap in the UI Editor since it seems like the existing minimap template should be usable as it was before and there's no guarantee I could hookup a custom minimap either. Hopefully this is a bug that will get fixed soon...
Unfortunately I have no experience in the UI Editor. I generally understand SC2Layout XML though. I spent a few minutes in the editor and can't seem to figure out how to do what I want...it seems to be more of a browser and previewer of existing UI specs. I need this minimap to show/hide based on triggers so it needs to fit into a dialog or something similar. Can the UI Editor do that?
I was able to solve this by using method (2). I used Issue Order action to order all the workers to Stop, then ordered them to Gather the closest mineral patch to the starting point after a brief Wait.
Using the built-in Trigger action "Set Starting Units for Player" for Zerg will create the hatchery and drones and order the drones to start collecting nearby minerals. However, it does not create the 3 starting larvae. In order to correct this, I've tried to manually create the 3 larvae using "Create Units" but then they don't seem to be tied to the hatchery and new larva get spawned up to 6 total, which is not desirable. Another way I've tried to fix this is by using the "Queen - Spawn Mutant Larva (Apply Spawn Behavior)" on the hatchery, which does produce the desired result. However, it takes about a second for the animation of the Effect to finish before the player can select the larva, which is a problem.
(1) Is there a way to to create the larvae using "Create Units" and then associate them with the hatchery to prevent the 6 larva issue?
(2) Is there a way to pause the workers from gathering minerals so that I can bring everything in ahead of time using the Spawn Larva effect and then after the animation is done allow the player to control the units and begin mining minerals at that point?
(3) Any other suggestions on how to emulate the normal Zerg melee start?
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Hopefully some folks who want to help out with the project will respond to this thread :) I'd love to get a few folks together so I could do an orientation on the system and see what we can do to improve it.
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Because I don't have the time lately to maintain PeepMode properly, I'm looking for experienced mapmakers to take the reigns on this project and move it forward. The immediate goals are:
(1) Fix post-patch bugs that affect gameplay
(2) Keep the map pool up to date
Secondary goals:
(1) Optimize process for adding new maps
(2) Add and improve existing features
Who wants to help keep PeepMode going strong? <3
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Anyone know of a fix for this? Does reinstall work? I'm guessing we're going to have to wait for a hotfix patch, but if anyone has any solutions, please share.
0
Also having this issue, and it appears to be affecting the Terrain editor. I'm getting all sorts of invalid doodad placements on a current ladder map and the terrain is invisible.
0
This can be solved using a mixture of UI editing and triggers. Thanks to Ahli634 for providing this solution (see attached). Note that UI XML must be exported from the UI Editor, added to an SC2Layout file, and imported to your map (and specified as custom layout in Data editor).
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@Ahli634: Go
Sweet, that does just what I need, which is to keep the frame with the title and close button but hide the actual text inside. Thanks so much!
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@FunkyUserName: Go
I tried moving the main template as well as all subtemplates to no avail.
FYI it's better to copy the XML from the UI Editor; the content at Helral's link is outdated.
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@FunkyUserName: Go @ImperialGood: Go
I have a situation where there is a valid reason to hide the chat log. In short, players can cheat by opening the standard chat log and seeing content from other players who can feed them information. I create my own chat log that fixes that and it also pops up when you hit F11. So I am simply replacing the functionality provided in the chat log and want to hide or obscure the standard one. Previously, this was possible.
I copied/pasted the XML from the UI Layout editor to ensure names were correct. They have not changed, it seems. So perhaps Blizzard has simply disabled the ability to change this. I get why, in my cases, this would be appropriate but in my case it's a problem.
0
Before LotV, I was able to use an SC2Layout file to hide the Chat Log (MessageLogDialogTemplate) by setting the height on the "BackgroundFrame" to 100 (so just the title was displayed). See attached file that used to work fine. However, that stopped working in LotV. I've gone into the UI Editor and copied/pasted the appropriate XML into my SC2Layout file, changed the same values, and it has no effect. I've tried other things with this XML and nothing seems to work.
What's the best way to hide the Chat Log so that when someone presses F11, chat messages are hidden? I don't care if the background panel comes up, I just need to make sure no one can see the chat content. Thanks!
0
@FunkyUserName: Go
Okay thanks. I'm hesitant to spend much time recreating a minimap in the UI Editor since it seems like the existing minimap template should be usable as it was before and there's no guarantee I could hookup a custom minimap either. Hopefully this is a bug that will get fixed soon...
0
Unfortunately I have no experience in the UI Editor. I generally understand SC2Layout XML though. I spent a few minutes in the editor and can't seem to figure out how to do what I want...it seems to be more of a browser and previewer of existing UI specs. I need this minimap to show/hide based on triggers so it needs to fit into a dialog or something similar. Can the UI Editor do that?
0
Bump...has anyone got a working minimap solution?
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I was able to solve this by using method (2). I used Issue Order action to order all the workers to Stop, then ordered them to Gather the closest mineral patch to the starting point after a brief Wait.
0
Using the built-in Trigger action "Set Starting Units for Player" for Zerg will create the hatchery and drones and order the drones to start collecting nearby minerals. However, it does not create the 3 starting larvae. In order to correct this, I've tried to manually create the 3 larvae using "Create Units" but then they don't seem to be tied to the hatchery and new larva get spawned up to 6 total, which is not desirable. Another way I've tried to fix this is by using the "Queen - Spawn Mutant Larva (Apply Spawn Behavior)" on the hatchery, which does produce the desired result. However, it takes about a second for the animation of the Effect to finish before the player can select the larva, which is a problem.
(1) Is there a way to to create the larvae using "Create Units" and then associate them with the hatchery to prevent the 6 larva issue?
(2) Is there a way to pause the workers from gathering minerals so that I can bring everything in ahead of time using the Spawn Larva effect and then after the animation is done allow the player to control the units and begin mining minerals at that point?
(3) Any other suggestions on how to emulate the normal Zerg melee start?
0
Tried that, no dice :(