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    posted a message on Limit on <img> tag width

    Lets do the bumpty bump

    Posted in: Triggers
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    posted a message on Limit on <img> tag width

    After observing strange results with the <img> tag I did a bit of tinkering and found that the maximum width it allows is 160. For example, if I put the following text in a label, it will draw the image but only at 160 wide (not 200, which is the image's native width).

    <img path="/Assets/Textures/image.dds" width="200" height="4"/>

    Values of 1 thru 160 work correctly, but then anything greater than 160 in the "width" attribute gets truncated to 160.

    Is this something that can be overcome or am I stuck with a maximum width of 160 on text <img> tags?

    Posted in: Triggers
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    posted a message on Trigger Challenge: Structure Visibility

    @Ahli634: Go

    Thanks that's an approach that I tried as well, but it does cause considerable "structure flicker" for player 2 and player 3's perspective. If only we could Hide a Unit for a specific Player :(

    @rpc190: Go

    Thanks, but I don't want structures to be hidden under fog...I want structures to remain visible under fog for those players who have discovered them...just like how a replay works when switching between player views. Please correct me if I'm wrong about how your suggestion would work.

    Any other ideas? Seems strange I can't duplicate a simple feature of replay.

    Posted in: Triggers
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    posted a message on Trigger Challenge: Structure Visibility

    @jcraigk: Go

    bump

    Posted in: Triggers
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    posted a message on Trigger Challenge: Structure Visibility

    Please see attached map. It creates a structure for player 2 and for player 3 at opposite sides of the map.

    • chat "vision all" to share vision of both players with you
    • chat "vision 2" to share only player 2's vision
    • chat "vision 3" to share only player 3's vision

    The problem here is that when you share only a single player's vision, the location of structures is "remembered" by the system, even after first clearing the vision of players and also Unexploring Entire Map. So if you chat "vision all", then "vision 2", player 3's structure still shows up (beneath fog of war and unexplored mask) even though player 2 has no knowledge of that structure.

    Could someone please suggest a solution or better yet modify this map so that when you type "vision 2", it accurately represents the fog-of-war structure vision for that player?

    Posted in: Triggers
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    posted a message on [Solved] Replays save on Mac, but not PC

    SOLUTION: Do not use "special characters" such as colons (":") in Map Info > Map Name! The name of the replay file is based on this field and if it conflicts with filesystem characters, the replay will simply not be saved.

    Posted in: Triggers
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    posted a message on SC2 Crashes

    @grenegg: Go

    UPDATE: After literally spending 8 hours poking around with the latest versions of my map, I reverted to an earlier version that tested 100% of the time without crashing. I then re-implemented the changes I made (by hand) and am no longer experiencing the crashes. All the more reason to save many versions and stress test constantly.

    Posted in: Triggers
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    posted a message on SC2 Crashes

    I have run into this several times during development: I make a change, and then my map will predictably crash at one of a few different points, even if these points don't have anything to do with the last change I made. By crash I mean Starcraft quits unexpectedly, in both Test Document mode and in Battle.net.

    If I undo the last change, it does not fix the crash. I have to go back to a version of the map *before* I made the change and take an entirely different approach. It's really hard to put my finger on the reasons for the crashes since it happens sort of randomly based on many different types of changes I'm making in Triggers. My Triggers are approaching 10MB (I have 9.5MB in Overview Manager, compressed to 1.5MB). Anyone have any clues as to how I can prevent these crashes?

    More info: If a map crashes, I *must* restart my machine or else *any* version of the map will crash the system, including versions prior to a change that caused a crash.

    Posted in: Triggers
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    posted a message on Bank not saving on exit

    @b0ne123: Go

    Okay thanks for that clarification

    Posted in: Triggers
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    posted a message on Bank not saving on exit

    I have a Trigger that fires when a player leaves the game for any reason. This calls my Save Bank for Player action. This action works fine when called at any time *except* when a player leaves the game. The action is definitely running (I know because I output a chat message on the last line) but it does not actually save the bank. Has anyone else had this issue? How am I supposed to ensure that the Bank for a player gets saved when s/he leaves the game?

    Posted in: Triggers
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    posted a message on Exporting GameUI.SC2Layout

    @SouLCarveRR: Go

    Thanks

    Posted in: UI Development
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    posted a message on Exporting GameUI.SC2Layout

    Hi at one point I exported GameUI.SC2Layout from a standard melee map and now I can't remember how to do it. Anyone?

    Posted in: UI Development
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    posted a message on [Solved] Replays save on Mac, but not PC

    It's strange but replays on my map seem to save fine for any player who has a Mac. Any player with a PC is left without a replay. Has anyone else encountered this or have any ideas about how to address?

    Posted in: Triggers
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    posted a message on Click / waypoint indicators

    @jcraigk: Go

    bump

    Posted in: Triggers
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    posted a message on Replays

    @Ahli634: Go

    Thanks for the suggestion but I don't have that box checked. Any other ideas?

    Posted in: Triggers
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