Pitfall: Cannot add text styles to the body of the loading screen anymore. the dropdown is bugged. when manually inserting the style information (or edit the text in the text editor) the preview is just fine but it doesn't work ingame. style information in the help does work, and so does colour in the body.
Pitfall: Using integers in real arithmetric always returns 0 Solution: Use convert integer to real before using integers (game allows you to use integer variables directly which also worked before 3.0 IIRC)
hey funky, this is in regards to the text error posted by Trieva, "Text is too for a single line"
I have a lot of these errors. When testing game, all text in dialog boxes post a paramater value error.
Does this have to do w/ the font size?
any help appreciated. plz keep in mind, im young at this.
thanks.
param/value means you are using a localization which is empty. Remove all empty localizations from the map BUT dont delete the one with the text. If the text is too large you need either to use a smaller font or increase the Y-size with the number shown in the error msg. all blizzard premade dialogs suffer this problem, some can be solved some can't (easily).
Pitfall: Setting Pause ON for animations inside actor events will reset after the actor disappears in fow and is then visible again
Example: i use a house with a collapsing death animation. i pause the animation at about 50%. it works so far. if the house disappears in the fow and is then visible again the death animation is being played to end.
Solution: none. no actor flag does change anything about this fact nor do actor events like animContinue work.
It's used to indicate if a Unit can fire Unit Highlighted event.
as soon as a unit is targetable (by abilities) it's cursor changes when hovering over it (without a target ability active) . this wasnt before and it's not possible to reverse it. highlight does exactly the same just with the highlight tooltip showing additionally.
Pitfall: units that can be targeted also are highlighed by default (cursor changes to select)
Solution: none, set highlight cursor doesnt work neither.
New pitfall: After patch 3.0.3 selling items does not work in end of range of sell ability. So, if shop has ability with range 1, units selling items, but refund does not work. It works with range less than 1 but not at end of range.
Solution: Use triggers to fix it, i have not found data editor solution, seems it's a terrible bug.
i think he means that the process of creating/joining a lobby gets stuck. it works after a few tries and a total sc2 restart. i even have this with my own map, but once it works it keeps working until the next map patch.
Pitfall: Units and commands on terrain height <= 8 "float" above the ground. Shadows are disconnected and move actions don't match cursor location.
Solution: Increase terrain height
Manually increasing terrain height across an entire map is impractical, but it can be directly increased in t3Terrain.xml (change heightMap offset). This creates problems with any objects or doodads which remain at the previous level (ie, underground). I wrote a quick python script to update all objects by a fixed amount; it seems to have worked fine on test maps and an active arcade map, but please feel free to message me if you experience any issues with it.
edit: Just to be explicit, the script is intended to update the "Objects" file.
the editor has this feature. data - modifiy height field moves everything up, the terrain and doodads and fixed my height bug. it didnt move water but that's not a big deal.
has the recent patch fixed the map update issue for you?
i dont know yet and i cannot test it since i am still downloading the latest patch. btw downloading with editor is faster and way more reliable than the launcher for some reasoni dont know.
New pitfall: Using the Show/Hide Doodad trigger now affect footprints. This can be a good thing as hiding a doodad will remove it's path blocking qualities. But this is also a problem if you hide a bridge/platform doodad as the bridge will no longer keep ground units in the air. They will rather fall down to lowest terrain level while walking over it.
i cant confirm this one, destroying/hiding a doddad doesnt remove it's footprint. can you post an example map where you have managed to do so?
New pitfall: Using the Show/Hide Doodad trigger now affect footprints. This can be a good thing as hiding a doodad will remove it's path blocking qualities. But this is also a problem if you hide a bridge/platform doodad as the bridge will no longer keep ground units in the air. They will rather fall down to lowest terrain level while walking over it.
Me and many other mappers have made special bridges out of debris doodads, or stone's, tree's etc.., placed a bridge/platform over them to give them "over ground" pathing then hidden the bridge/platform with a trigger.
Solution: Instead of hiding the doodad you can create the same effect by sending an actor message setting opacity to '0'
You can send the actor message with a trigger but you can only send these messages to specific doodads, meaning you must send alot of actor messages if you use many bridge/platforms doodads with this intent.
Or you can send the actor message on the bridge/platform actor. Open the Events tab on the doodads under Actor in data. Add an 'ActorCreation' event and add an "SetOpacity" message there. This will make the doodad type visible in editor but invisible in-game.
really? the footprint gets removed? that's awesome! i always wanted that and it hugely removes the amount of units on my map.
to your problem, instead of sending alot of actor messages send only one message to all dooddads but do it with a signal. then all you need is a signal event in your actor which does the opacity. at least that's how i would do it.
Actor Event Editor for Msg Type "Ability" .... SubName "Button Hover Off" appears in the actual Event list as "Ability.xxx.ButtonHoverOn"
Actor Event Editor for Msg Type "Ability" .... SubName "Button Hover On" appears in the actual Event list as "Ability.xxx.ButtonHoverOff"
Solution: Just use them from the drop down menu the wrong way around, and believe what appears in the event list.
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PitFalls: CursorActors (CActorSplat/CursorSplat) will incorrectly attach the model to the Caster when Cursor is hovering over Button, but will correctly attach to the Cursor once the cursor moves away from the button. ie: "Abil.xxxx.Cursor" will (incorrectly) behave like "Ability.xxx.ButtonHoverOn"
Solution: I wish i knew.
i could think of workarounds with status set on the casting unit when ButtonHoverOn, so every splat is being destroyed (with a delay to give ButtonHoverOff a chance) if the status is ON. but ofc that would be, sort of , dirty.
Pitfall Position of camera target for player is not being updated anymore (or not even close as frequent as it was used to)
Solution: depends on the situation
on a site note, everyone who gets an error showing the boss bar, go to text editor - styles - create new style from template, use BossBarTitleTerran and name it BossBarTitle. no more error.
@butterflo: Go
no it hasn't and they don't care
Pitfall: Cannot add text styles to the body of the loading screen anymore. the dropdown is bugged. when manually inserting the style information (or edit the text in the text editor) the preview is just fine but it doesn't work ingame. style information in the help does work, and so does colour in the body.
Solution: none yet
Pitfall: Using integers in real arithmetric always returns 0
Solution: Use convert integer to real before using integers (game allows you to use integer variables directly which also worked before 3.0 IIRC)
param/value means you are using a localization which is empty. Remove all empty localizations from the map BUT dont delete the one with the text. If the text is too large you need either to use a smaller font or increase the Y-size with the number shown in the error msg. all blizzard premade dialogs suffer this problem, some can be solved some can't (easily).
Pitfall: Setting Pause ON for animations inside actor events will reset after the actor disappears in fow and is then visible again
Example: i use a house with a collapsing death animation. i pause the animation at about 50%. it works so far. if the house disappears in the fow and is then visible again the death animation is being played to end.
Solution: none. no actor flag does change anything about this fact nor do actor events like animContinue work.
as soon as a unit is targetable (by abilities) it's cursor changes when hovering over it (without a target ability active) . this wasnt before and it's not possible to reverse it. highlight does exactly the same just with the highlight tooltip showing additionally.
Pitfall: units that can be targeted also are highlighed by default (cursor changes to select)
Solution: none, set highlight cursor doesnt work neither.
take care or you will become blind.
add inventory to shop
i think he means that the process of creating/joining a lobby gets stuck. it works after a few tries and a total sc2 restart. i even have this with my own map, but once it works it keeps working until the next map patch.
the editor has this feature. data - modifiy height field moves everything up, the terrain and doodads and fixed my height bug. it didnt move water but that's not a big deal.
i dont know yet and i cannot test it since i am still downloading the latest patch. btw downloading with editor is faster and way more reliable than the launcher for some reasoni dont know.
i cant confirm this one, destroying/hiding a doddad doesnt remove it's footprint. can you post an example map where you have managed to do so?
really? the footprint gets removed? that's awesome! i always wanted that and it hugely removes the amount of units on my map. to your problem, instead of sending alot of actor messages send only one message to all dooddads but do it with a signal. then all you need is a signal event in your actor which does the opacity. at least that's how i would do it.
i could think of workarounds with status set on the casting unit when ButtonHoverOn, so every splat is being destroyed (with a delay to give ButtonHoverOff a chance) if the status is ON. but ofc that would be, sort of , dirty.
Pitfall Position of camera target for player is not being updated anymore (or not even close as frequent as it was used to)
Solution: depends on the situation
on a site note, everyone who gets an error showing the boss bar, go to text editor - styles - create new style from template, use BossBarTitleTerran and name it BossBarTitle. no more error.