So I am getting this strange bug in my map where, when someone hotkeys one of their bases (a hatchery in this example) and then tries to center their camera on that base by double clicking the hotkey, it goes to the base but is slightly off center of what it would be in a normal melee map. It's driving me insane. It may affect all units/buildings but it's easiest to demonstrate using the bases because of their relative location to minerals. I made an example gif.
So in this image you can see that in both games I have the hatchery set to '5', but when I double click 5 to center my camera on the hatchery in a normal melee game, it centers with all of the minerals visible. In my custom map it centers with the minerals partially cut off.
I have managed to eliminate the following as possible causes:
Arcade maps - In a basic arcade map with default settings this problem does not occur.
Camera changes - I disabled any instance of camera related triggers in my map and still had the problem.
Show/Hide UI - I disabled any instance of showing/hiding the ui and still had the problem.
Show/Hide Game World - I disabled any instance of showing/hiding the game world and still had the problem.
I cannot figure out what might be causing this issue. It happens on multiple maps as well. Any thoughts are greatly appreciated.
In your custom map the unit is perfectly center with the camera. It's the normal melee map which has the base on an offset. You might also notice the resources are slightly higher on the screen in the custom map than the normal melee map. See if you can center properly on any unit in the normal melee map.
My suspicion is that the standard melee map is using a different UI scheme than your custom map, causing the center function to offset in order to accommodate the UI interface.
Well I feel like it must be related to some triggers I have in my map, as setting up a fresh arcade/custom map using the same map does not replicate the issue. I tried removing any action the involved cameras or UI but it didn't help. Maybe it is game variant related, which seems strange but I suppose it's possible.
I think that in the custom map the unit is centered on the screen, but in the melee map it is center in the visible ground/grid, accommodating for perspective.
You could try doing a workaround with triggers. When keys 1-8 are pressed, and there's a unit in the associated control group, and the units in the control group are already selected, create a temporary point a distance of 2 (or whatever, you'll have to calibrate) immediately south from the center of the game camera and instantly pan the camera to that point.
Looking at your minimap (the shape of the visible area of the camera) to me it looks like the Camera does move to the unit that is selected as it should, but the settings of the Camera are different from the usual one.
Have you by any chance used "Pan Camera" or a similar action in you map before? It's possible that this way you have applied different settings to your game Camera and now it's not working as it should.
Well, another reason for this could be, like already mentioned, some different settings in the Data Editor related to the Camera. Try to compare these entries.
Edit: Just saw that you disabled all Camera-related Triggers. Could you tell us what kind of dependencies you are using?
Okay Blizzard took a look at my map and found the problem.
Apparently the game centers the camera based on the size of the world panel. I was hooking up that panel in my map and then setting it to size of parent (fullscreen basically) while it is actually supposed to be offset by -200.
So if anyone else is having this issue look for anything that might be modifying the size or offset of the world panel.
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So I am getting this strange bug in my map where, when someone hotkeys one of their bases (a hatchery in this example) and then tries to center their camera on that base by double clicking the hotkey, it goes to the base but is slightly off center of what it would be in a normal melee map. It's driving me insane. It may affect all units/buildings but it's easiest to demonstrate using the bases because of their relative location to minerals. I made an example gif.
So in this image you can see that in both games I have the hatchery set to '5', but when I double click 5 to center my camera on the hatchery in a normal melee game, it centers with all of the minerals visible. In my custom map it centers with the minerals partially cut off.
I have managed to eliminate the following as possible causes:
Arcade maps - In a basic arcade map with default settings this problem does not occur.
Camera changes - I disabled any instance of camera related triggers in my map and still had the problem.
Show/Hide UI - I disabled any instance of showing/hiding the ui and still had the problem.
Show/Hide Game World - I disabled any instance of showing/hiding the game world and still had the problem.
I cannot figure out what might be causing this issue. It happens on multiple maps as well. Any thoughts are greatly appreciated.
@rtschutter: Go
In your custom map the unit is perfectly center with the camera. It's the normal melee map which has the base on an offset. You might also notice the resources are slightly higher on the screen in the custom map than the normal melee map. See if you can center properly on any unit in the normal melee map.
My suspicion is that the standard melee map is using a different UI scheme than your custom map, causing the center function to offset in order to accommodate the UI interface.
Well I feel like it must be related to some triggers I have in my map, as setting up a fresh arcade/custom map using the same map does not replicate the issue. I tried removing any action the involved cameras or UI but it didn't help. Maybe it is game variant related, which seems strange but I suppose it's possible.
I think that in the custom map the unit is centered on the screen, but in the melee map it is center in the visible ground/grid, accommodating for perspective.
It;s probably in one of the melee default setup triggers that are in the trigger section already when you start the map.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
Okay so I still haven't managed to find a fix for this. I spoke to Peepmode guy about it and he is having the same issue with no solution.
I tried setting the default options in the beginning and I still get it.
You could try doing a workaround with triggers. When keys 1-8 are pressed, and there's a unit in the associated control group, and the units in the control group are already selected, create a temporary point a distance of 2 (or whatever, you'll have to calibrate) immediately south from the center of the game camera and instantly pan the camera to that point.
Looking at your minimap (the shape of the visible area of the camera) to me it looks like the Camera does move to the unit that is selected as it should, but the settings of the Camera are different from the usual one.
Have you by any chance used "Pan Camera" or a similar action in you map before? It's possible that this way you have applied different settings to your game Camera and now it's not working as it should.
Well, another reason for this could be, like already mentioned, some different settings in the Data Editor related to the Camera. Try to compare these entries.
Edit: Just saw that you disabled all Camera-related Triggers. Could you tell us what kind of dependencies you are using?
I am using Liberty Mod, Liberty Multi Mod, and then three of my own mods. None of which should do anything with cameras.
Okay Blizzard took a look at my map and found the problem.
Apparently the game centers the camera based on the size of the world panel. I was hooking up that panel in my map and then setting it to size of parent (fullscreen basically) while it is actually supposed to be offset by -200.
So if anyone else is having this issue look for anything that might be modifying the size or offset of the world panel.