"Ready" and "Alert" (maybe more) sounds change the volume of the game's sound channels while they're active, like it'll cut out the ambient and other channels while it's running, no settings on the Sound object seem to be the cause of this, this better not be hardcoded through the Actor Sounds+ property.
I found undocumented bug :D. If teleport effect range set to 500 and placement. You can teleport ignore patching. I hope it helps someone.
From Blizzard's Changelogs:
If a teleport effect’s range is greater than 500, it will now ignore placement.
Deleting Texture Declarations in the wrong order will no longer crash the editor :)
The search filter for data objects has been reworked; before you could enter a word and it would start the search, after you typed out the word. Now it starts a new search for every letter, which slows down the process a lot, especially for data types with a lot of objects (actors).
However, the search speed itself was improved, so the overall slowdown is not that bad.
My Reaper jump ability now ignores other units' footprints. Before the patch the Reaper would land next to the target unit, now he lands in the middle of the target unit :-(
When creating a dialog with a dialogitem of a certain UI frame it gives an error now. If you set create a new "image" with template, you have to use "overview" now.
Attaching a dialog to a unit's status bar(default) seems to not have any effect. It works if I instead attach it to origin.
Edit: Don't know if this was already mentioned here/on the patch notes but there's an action called "Player License check" that checks for a certain license. The only preset one atm is the "LibertyFull".
Possibly a way to check if the player has HotS or not or maybe this is used for the starter edition?
9/22/2011 6:46:30 PM] Warning: [ c6a 1] CActorDoodad[TempleStatue] TempleStatue Assets\Doodads\TempleStatue\TempleStatue_06.m3; Could not find texture with slot generic02.normal and expression Innate.
9/22/2011 6:46:30 PM] Warning: [ c6a 1] CActorDoodad[TempleStatue] TempleStatue Assets\Doodads\TempleStatue\TempleStatue_06.m3; Could not find texture with slot generic02.normal and expression Innate.
started getting this error message after patch..
Sounds like either you or blizzard messed with some texture declarations.
00:00:46.06 WARNING: [ f2 12] CActorAction[MiningBeamStart] CActorAction only supports shield flash types 'Full' or 'None', if no CActorSiteOpAttachVolume is specified in the relevant Impact or Damage SiteOps.
I started getting this error after the patch.
I guess it has something to do with "An attack can now be specified to cause no shield flash at all via the “None” Shield Flash Type value on CActorAction." but I'm not using any shield flash that I know of.
00:00:46.06 WARNING: [ f2 12] CActorAction[MiningBeamStart] CActorAction only supports shield flash types 'Full' or 'None', if no CActorSiteOpAttachVolume is specified in the relevant Impact or Damage SiteOps. I started getting this error after the patch.
I guess it has something to do with "An attack can now be specified to cause no shield flash at all via the “None” Shield Flash Type value on CActorAction." but I'm not using any shield flash that I know of.
Shield flashes for action actors default to Facer, this causes error messages when used with changed Impact Site Operations. Change the shield flash to either Full or None when using non-default site operations.
Woah! I'm not liking the new data editor....Where's my drop down menu with the different data sections? Do I now actually have to scroll through every tab before I can find the one I want >_>
Somebody please tell me you can reconfigure the screen layout.
edit- Phew! You can close unneeded tabs. So that's good, I suppose. No more scrolling through 40,000 tabs to find the one I want :D
Changing the token field for an actor (at least for unit actors or ability ranges as I have tested) no longer changes the unit/ability for the events in that actor. Damn Blizzard! It means that if we duplicate an unit actor and set it to a new unit we will have to manually change all events!
Changing the token field for an actor (at least for unit actors or ability ranges as I have tested) no longer changes the unit/ability for the events in that actor. Damn Blizzard! It means that if we duplicate an unit actor and set it to a new unit we will have to manually change all events!
I cannot confirm this, I created new unit actors and changed the tokens, which changed the actor events correctly.
Then add it to the list of possible random effects. I've seen many mappers complaining about all kinds of weird effects caused by this patch. Is it hard to come with a ptach that does the same for everyone?
"Ready" and "Alert" (maybe more) sounds change the volume of the game's sound channels while they're active, like it'll cut out the ambient and other channels while it's running, no settings on the Sound object seem to be the cause of this, this better not be hardcoded through the Actor Sounds+ property.
I found undocumented bug :D. If teleport effect range set to 500 and placement. You can teleport ignore patching. I hope it helps someone.
http://www.youtube.com/user/RussianMapster
From Blizzard's Changelogs:
Deleting Texture Declarations in the wrong order will no longer crash the editor :)
The search filter for data objects has been reworked; before you could enter a word and it would start the search, after you typed out the word. Now it starts a new search for every letter, which slows down the process a lot, especially for data types with a lot of objects (actors).
However, the search speed itself was improved, so the overall slowdown is not that bad.
My Reaper jump ability now ignores other units' footprints. Before the patch the Reaper would land next to the target unit, now he lands in the middle of the target unit :-(
Oh this is pretty cool.
You can have more than 8 effects in a single switch/set effect now.
When creating a dialog with a dialogitem of a certain UI frame it gives an error now. If you set create a new "image" with template, you have to use "overview" now.
Attaching a dialog to a unit's status bar(default) seems to not have any effect. It works if I instead attach it to origin.
Edit: Don't know if this was already mentioned here/on the patch notes but there's an action called "Player License check" that checks for a certain license. The only preset one atm is the "LibertyFull".
Possibly a way to check if the player has HotS or not or maybe this is used for the starter edition?
9/22/2011 6:46:30 PM] Warning: [ c6a 1] CActorDoodad[TempleStatue] TempleStatue Assets\Doodads\TempleStatue\TempleStatue_06.m3; Could not find texture with slot generic02.normal and expression Innate.
started getting this error message after patch..
Sounds like either you or blizzard messed with some texture declarations.
00:00:46.06 WARNING: [ f2 12] CActorAction[MiningBeamStart] CActorAction only supports shield flash types 'Full' or 'None', if no CActorSiteOpAttachVolume is specified in the relevant Impact or Damage SiteOps. I started getting this error after the patch.
I guess it has something to do with "An attack can now be specified to cause no shield flash at all via the “None” Shield Flash Type value on CActorAction." but I'm not using any shield flash that I know of.
Shield flashes for action actors default to Facer, this causes error messages when used with changed Impact Site Operations. Change the shield flash to either Full or None when using non-default site operations.
@JuvialsRequiem: Go
I got that too.
EDIT: Saving the mod/map makes the vertical scroll bar on the right disappear (Data editor).
@SoulFilcher: Go
Woah! I'm not liking the new data editor....Where's my drop down menu with the different data sections? Do I now actually have to scroll through every tab before I can find the one I want >_>
Somebody please tell me you can reconfigure the screen layout.
edit- Phew! You can close unneeded tabs. So that's good, I suppose. No more scrolling through 40,000 tabs to find the one I want :D
Char texture set appears to have lost its background. There is no longer any volcanic planet spinning in the background, it's just black... :(
Is it just me or is the Ctrl+F function for custom script now broken? =_=
On the flip side, there doesn't seem to be that annoying trigger verification thing everytime you try to save anymore. (I think)
Edit: Fixed.. Have to tick element data in the Ctrl+F window for it to work.
Changing the token field for an actor (at least for unit actors or ability ranges as I have tested) no longer changes the unit/ability for the events in that actor. Damn Blizzard! It means that if we duplicate an unit actor and set it to a new unit we will have to manually change all events!
I cannot confirm this, I created new unit actors and changed the tokens, which changed the actor events correctly.
@Kueken531: Go
Then add it to the list of possible random effects. I've seen many mappers complaining about all kinds of weird effects caused by this patch. Is it hard to come with a ptach that does the same for everyone?
Foot print editor works now.
Anyone want to confirm if most of the Port Zion Ground Mix (random metal junk lying on the ground) models have gone missing or it's just me.