I checked the game's mpq files, and there's no trace of a ui_wol_achievement_sheet7.dds. It only goes up to 6. Probably they will patch it in later.
Bastards be hiding it from us!
I'm sure the icons for the 20 achievements for Airu Chef, Left 2 Die and Starjewelled are in there :(.
Anyway, now that I'm with it, and that you seem to be looking around the mpqfiles:
Is there any way to extract the names of the achievements and their descriptions from the game-files? I've tried, but failed to find anything in the directions they have.
I would like to get the names and descriptions of these 3 FoS:
FeatOfStrength_SC2_Beta
FeatOfStrength_BlizzCon_2010_Competitor
FeatOfStrength_BlizzCon_2010_GlobalChampion
It would be great if you or anyone else is able to extract that info from inside the editor :).
<<quote 253836>
- whenever an item is equipped, the behavior it grants does not disappear from the unit when the item is removed.
<</quote>>
this greatly concerned me, but I just tested and I do not have this issue.
Are you talking about "equipped behavior" or "carry behavior" ?
Are you talking about default index slots on an inventory ability (aka the hotkey slots) or do you mean slots inside a container which have "equip" enabled?
the hotkey slots have always had no method to disable equip behaviors and hence i find them mostly useless.
I don't know if anyone else has realized this yet, but it appears as though you can now make a sort of "campaign" like in WC3, where you can change to a new map in the current game using the trigger "Set Next Map".
Pretty sure there were undocumented ui text label changes. Some text boxes that fix text values before-hand are not quite largest enough. I think this was documented, but changing the color through triggers for ui labels works now.
My new map had a data problem in 1.2. Some actor events are behaving differently. I had a bug where everything turned into banelings due to a bad actor creation event.
I've had both problems exactly. Small dialog labels fitting into small boxes turns what used to be numbers pre 1.2 patch into ellipses "..." GARBAGE.
Also one I've had the same actor problems. Totally crappy, right? Having to fix so much for a few new bells and whistles.
I don't know if anyone else has realized this yet, but it appears as though you can now make a sort of "campaign" like in WC3, where you can change to a new map in the current game using the trigger "Set Next Map".
this has been available as a trigger since beta.... doesnt work on bnet though.... correct me if I am wrong
Rollback Post to RevisionRollBack
Skype
KageNinpo = SN
My Libraries
DialogLeaderboard & TeamSort
My Projects
SPACEWAR Tribute
Infinite TD
They fixed the "bug" in the forEach loops that implemented the sub functions twice.
And they also fixed the signal actor event allowing us to type in a subname!
Edit: Can anyone tell me how the locale management is supposed to work? The only thing I can do there is activate or deactivate my default language (which is german deDE)
Blizzard totally fucked us with the mouse position. All we asked for was to be able to get the x,y positon of the mouse. Instead of a function, blizz makes it an EVENT. This EVENT can not be throttled at all. The net traffic generated with 4 players is worthless. Instead of making it a function so that we would read the positon every .3 seconds, instead they make an EVENT that we have no way to throttle.
Thanks Blizzard for once again not listening to the mapping community.
I think it worked fine, event is the only answers I can think of. Else they have to keep tracking it constantly to get you the function. You can turn it on and of at your leisure, also that's a good way to detect afk in game too.
I dont really know if its because of the patch but I am making Hero with level and I checked a lot of tutorial and daownload test file but its not working.
My veterancy won't work! I checked these tutorials before the patch and its was working! Well when I kill unit, I don't get exp.
- Attribute and Veterancy behaviors now normalize vitals when new levels are applied.
- Fixed an issue with Veterancy experience share filters.
- Attributes and values can now be hidden in the game lobby and can be configured through Game Variants.
- Font Style Files can now be added to Mods and Maps using the FontStyleFileArray field in GameUIData. Existing styles can have their individual attributes overridden or entirely new styles can be added.
So I've been playing around with clamping this down as best I could to get the most accurate reaction while preventing the event from firing constantly (which it does if you do not setup any kind of clamping)
The following is what I have
Move Ship
Events
UI - Player Any Player moves mouse.
Local Variables
Conditions
Actions
Unit - Move PlayerShip instantly to ((Point((Mouse X position in the world), (Mouse Y position in the world))) offset by (0.0, -3.0)) (Blend)
Trigger - Turn (Current trigger) Off
General - Wait 0.0002 Game Time seconds
Trigger - Turn (Current trigger) On
If anyone else has better ideas on how to do this, I look forward to hearing from you.
Going below .0002 GameTime seconds will allow the event to fire constantly, so this is the minimum bound using this system. I'm having trouble determining if this generates more visual lag than without the clamping, but at the very least it will significantly reduce network lag.
Waits, like almost everything in the SC2 engine, uses a minimum interval of 0.0625 seconds, so there is no difference in waiting 0.0002 or 0.0625 seconds.
The only exception so far seems to be a 0 wait, which uses 0.03125- Intervals (probably waits < 0.0002 are interpreted as 0)
So I've been playing around with clamping this down as best I could to
get the most accurate reaction while preventing the event from firing
constantly (which it does if you do not setup any kind of clamping)
The following is what I have
Move Ship
Events
UI - Player Any Player moves mouse.
Local Variables
Conditions
Actions
Unit - Move PlayerShip instantly to ((Point((Mouse X position in the
world), (Mouse Y position in the world))) offset by (0.0, -3.0)) (Blend)
Trigger - Turn (Current trigger) Off
General - Wait 0.0002 Game Time seconds
Trigger - Turn (Current trigger) On
If anyone else has better ideas on how to do this, I look forward to
hearing from you.
Going below .0002 GameTime seconds will allow the event to fire
constantly, so this is the minimum bound using this system. I'm having
trouble determining if this generates more visual lag than without the
clamping, but at the very least it will significantly reduce network
lag.
You realize.... that that would not support multiple players for starters right?
Queing any events off the "mouse move event" will result in terribad lag on bnet, IMO
If you really want to use this event then You should prolly
Create Global Var Name: MouseListenter (Type:boolean Array: [0-15] Value:False)
Trigger Name(s): PlayerMousePosition00,PlayerMousePosition01,PlayerMousePosition02 and so on (have a different Trigger for each player)
This trigger for each player should prolly call a threaded function( that takes a parameter of the triggering player)
Trigger Name: MousePositionHandler
This function then turns off the trigger for the "player parameter it was passed.
Then do any nessecary actions...
then wait .5 seconds.
then turns on the trigger for the "player parameter it was passed.
set MouseListenter[triggeringPlayer] = false
And see how that treats you and several other players.
Now you may think its over kill to have that addition boolean check in there.... but at the rate that Event is gonna fire... I just feel better with it in there.
That and if you have other triggers that interact with the mouse you can check that boolean to see if its busy or not.
As strange as this sounds I found a temporary workaround. This may not work for you, however, so let me explain why they stopped working for me.
My dialog labels were used on really small boxes. I assume they stopped working because after 1.2 patch the text no longer fit inside the box. The temporary workaround I found was to pre-populate the dialog box with a wide value and then shrink it back down to the size I wanted it. I know that may not make sense but ... I'll give you an example.
I have a box that is roughly 56x28 size. It has a number inside (usually between 1-99) which represents how many bullets you have left. If I write a number in that box at map initialization like 999 and then overwrite it to lets say 99, the 99 fits, but if I just have it be 99 at map initialization the 99 will become ellipsis (...) Strange workaround, I know, but I was too lazy to properly fix it at this time.
@BudSMoken: Go
I should point out I was able to clamp this in a two trigger system in about 5 minutes
Mouse Moved Event Trigger which simply faces a unit, shuts itself off, and then runs a second trigger.
second trigger has no events or conditions. Waits a period of time using Wait. and then turns the Mouse Moved Event trigger back on.
Bastards be hiding it from us!
I'm sure the icons for the 20 achievements for Airu Chef, Left 2 Die and Starjewelled are in there :(.
Anyway, now that I'm with it, and that you seem to be looking around the mpqfiles:
Is there any way to extract the names of the achievements and their descriptions from the game-files? I've tried, but failed to find anything in the directions they have.
I would like to get the names and descriptions of these 3 FoS:
It would be great if you or anyone else is able to extract that info from inside the editor :).
<<quote 253836> - whenever an item is equipped, the behavior it grants does not disappear from the unit when the item is removed. <</quote>>
this greatly concerned me, but I just tested and I do not have this issue.
Are you talking about "equipped behavior" or "carry behavior" ? Are you talking about default index slots on an inventory ability (aka the hotkey slots) or do you mean slots inside a container which have "equip" enabled?
the hotkey slots have always had no method to disable equip behaviors and hence i find them mostly useless.
I don't know if anyone else has realized this yet, but it appears as though you can now make a sort of "campaign" like in WC3, where you can change to a new map in the current game using the trigger "Set Next Map".
@SkrowFunk: Go
write in the SEARCH the field value, no need to scroll down man, just think before acting.
I've had both problems exactly. Small dialog labels fitting into small boxes turns what used to be numbers pre 1.2 patch into ellipses "..." GARBAGE.
Also one I've had the same actor problems. Totally crappy, right? Having to fix so much for a few new bells and whistles.
this has been available as a trigger since beta.... doesnt work on bnet though.... correct me if I am wrong
On the plus side, we can now reset Actor Events + (and others) back to the default value.
They fixed the "bug" in the forEach loops that implemented the sub functions twice.
And they also fixed the signal actor event allowing us to type in a subname!
Edit: Can anyone tell me how the locale management is supposed to work? The only thing I can do there is activate or deactivate my default language (which is german deDE)
I was really excited about it too.
I think it worked fine, event is the only answers I can think of. Else they have to keep tracking it constantly to get you the function. You can turn it on and of at your leisure, also that's a good way to detect afk in game too.
I dont really know if its because of the patch but I am making Hero with level and I checked a lot of tutorial and daownload test file but its not working. My veterancy won't work! I checked these tutorials before the patch and its was working! Well when I kill unit, I don't get exp.
Here's those tut I Checked.
http://www.hiveworkshop.com/forums/tutorial-submission-660/how-make-working-hero-166678/ http://www.hiveworkshop.com/forums/general-mapping-tutorials-659/create-hero-attributes-167754/
Here's patch note about veterancy and attribute.
- Attribute and Veterancy behaviors now normalize vitals when new levels are applied. - Fixed an issue with Veterancy experience share filters. - Attributes and values can now be hidden in the game lobby and can be configured through Game Variants. - Font Style Files can now be added to Mods and Maps using the FontStyleFileArray field in GameUIData. Existing styles can have their individual attributes overridden or entirely new styles can be added.
Sources
http://wiki.teamliquid.net/starcraft2/Patch_1.2.0
PS : My english is very bad
@progammer: Go
Some of the dialog labels seem to no longer be working. Anyone have a fix for this?
@progammer: Go @Kanaru: Go @BudSMoken: Go
So I've been playing around with clamping this down as best I could to get the most accurate reaction while preventing the event from firing constantly (which it does if you do not setup any kind of clamping)
The following is what I have
Move Ship
Events
UI - Player Any Player moves mouse.
Local Variables
Conditions
Actions
Unit - Move PlayerShip instantly to ((Point((Mouse X position in the world), (Mouse Y position in the world))) offset by (0.0, -3.0)) (Blend)
Trigger - Turn (Current trigger) Off
General - Wait 0.0002 Game Time seconds
Trigger - Turn (Current trigger) On
If anyone else has better ideas on how to do this, I look forward to hearing from you.
Going below .0002 GameTime seconds will allow the event to fire constantly, so this is the minimum bound using this system. I'm having trouble determining if this generates more visual lag than without the clamping, but at the very least it will significantly reduce network lag.
@PassivePicasso:
Waits, like almost everything in the SC2 engine, uses a minimum interval of 0.0625 seconds, so there is no difference in waiting 0.0002 or 0.0625 seconds.
The only exception so far seems to be a 0 wait, which uses 0.03125- Intervals (probably waits < 0.0002 are interpreted as 0)
You realize.... that that would not support multiple players for starters right?
Queing any events off the "mouse move event" will result in terribad lag on bnet, IMO
If you really want to use this event then You should prolly
And see how that treats you and several other players.
Now you may think its over kill to have that addition boolean check in there.... but at the rate that Event is gonna fire... I just feel better with it in there. That and if you have other triggers that interact with the mouse you can check that boolean to see if its busy or not.
@theCwinLuvsYou: Go
As strange as this sounds I found a temporary workaround. This may not work for you, however, so let me explain why they stopped working for me.
My dialog labels were used on really small boxes. I assume they stopped working because after 1.2 patch the text no longer fit inside the box. The temporary workaround I found was to pre-populate the dialog box with a wide value and then shrink it back down to the size I wanted it. I know that may not make sense but ... I'll give you an example.
I have a box that is roughly 56x28 size. It has a number inside (usually between 1-99) which represents how many bullets you have left. If I write a number in that box at map initialization like 999 and then overwrite it to lets say 99, the 99 fits, but if I just have it be 99 at map initialization the 99 will become ellipsis (...) Strange workaround, I know, but I was too lazy to properly fix it at this time.
@Rhadamant5186: Go
Shouldnt you be setting a specific width on your dialog and dialog items when you create them....
@SouLCarveRR: Go
Good call, and I thought of that, but the text still remains hidden =[
I have ALOT of labels that is gone now :(
Anyone know if there will come a fix for all this or we all need to make workarounds?