I figured out that the deadline is 10 hours more as the developers live in a PST time zone, that is +10 hours from my time zone.
So I worked some more on my map and I managed to upload it to all servers using the American Dependencies. Well done Renee!
Since I made my map using Europe's dependencies, I got an error trying to upload it to the rest.
Switching my dependencies to the American ones gave me the option to upload it to the rest of the servers, too.
It would be nice if the dependencies for Europe, America, Korea and South Asia were all the same, because I currently have 2 different versions of my map and I am not sure how the American one will work out with the new dependencies.
Anyways, today was the deadline for the Arcade Contest Blizzard had. I just uploaded my map "Dragon Hunters". It's using your mod and you've been credited on the loading screen with big letters. The result is nowhere near what I hoped for, due to time restrictions, but I am still proud of it. Thank you for all your help! I will let you know if I win something, or if the map gets popular.
Edit: Still, this doesn't solve the problem that having a few trigger modify an unit actor's, the first one that reverses it would reverse the unit to full scale while it's still under other effects. Like a spell, making a unit smaller twice, when the first one expires it's gonna revert the other one too.
Hello, is there a way to get an Actor's default scale? I made a trigger that modifies an actor's scale and sets it to 2. Now when the effect is over, setting scale to 1.00 isn't working as not all actors are scaled to 1.00 by default. Some are even more than 2. One way is to modify scale by a certain percent or perhaps saving a scale integer for each unit, which would require some memory that I dare not waste for a single spell. But I would like to know if there is a way to get default scale?
Currently when a unit has 10 000+ health, the health text goes on two rows and it looks really ugly. I am guessing that increasing the width of the UI element might do it? I will try it if I find out which element that is.
Also, could it be possible to make the Armor Level Text on the Armor Icon on each unit display the total Armor that the unit has? Yeah you could manually do it for every unit, but I am looking for an alternative using XML?
Thanks!
I was actually missing the "View XML" button on the top and I just thought Blizzard had replaced the XML with that Frame system.
Just saw it, clicked it and I can edit the XML again :D
Thanks for the code, you're awesome. You saved me time lurking in the files.
I tried all sort of things, I can't seem to be able to do it. I want to decide in what order the music will play and which, but whenever I play my music I can hear the one from your mod playing in the background too.
I know it's kinda old, if you're still looking and making the map, you can crash it by accessing a variable's array beyond its limit. For example, create a variable crash[5] (you can set arrays in the variable options). Now make a variable i. Do "Set i = 10". Now do "Set crash[i] = 5". That will crash the editor. Infinite loops do not crash it, the game just skips them.
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I figured out that the deadline is 10 hours more as the developers live in a PST time zone, that is +10 hours from my time zone. So I worked some more on my map and I managed to upload it to all servers using the American Dependencies. Well done Renee!
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@Renee2islga: Go
Thanks renee! Sadly I can't upload anymore until the end of the contest or I will violate the rules, but I will tell you afterwards!
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@Renee2islga: Go
Yes, the one in the EU is the only one that's different. The Extra dependency.
The file uploads to 100%, then displays "Failed" with "[Americas] Variant definitions could not be validated.".
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Hello Renee!
Since I made my map using Europe's dependencies, I got an error trying to upload it to the rest. Switching my dependencies to the American ones gave me the option to upload it to the rest of the servers, too. It would be nice if the dependencies for Europe, America, Korea and South Asia were all the same, because I currently have 2 different versions of my map and I am not sure how the American one will work out with the new dependencies.
Anyways, today was the deadline for the Arcade Contest Blizzard had. I just uploaded my map "Dragon Hunters". It's using your mod and you've been credited on the loading screen with big letters. The result is nowhere near what I hoped for, due to time restrictions, but I am still proud of it. Thank you for all your help! I will let you know if I win something, or if the map gets popular.
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@TyaArcade: Go
Edit: They already have "Army Select" flag on.
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@FunkyUserName: Go
Interesting. Thanks!
Edit: Still, this doesn't solve the problem that having a few trigger modify an unit actor's, the first one that reverses it would reverse the unit to full scale while it's still under other effects. Like a spell, making a unit smaller twice, when the first one expires it's gonna revert the other one too.
0
Hello, is there a way to get an Actor's default scale? I made a trigger that modifies an actor's scale and sets it to 2. Now when the effect is over, setting scale to 1.00 isn't working as not all actors are scaled to 1.00 by default. Some are even more than 2. One way is to modify scale by a certain percent or perhaps saving a scale integer for each unit, which would require some memory that I dare not waste for a single spell. But I would like to know if there is a way to get default scale?
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I understand why this is needed, but how can I make them selectable by the army button, since in my map they are also part of the army?
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Thanks Renee. Masked Imposter, that wouldn't be an option due to the amount of units I have in my map and also it's kind of a rough solution.
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Currently when a unit has 10 000+ health, the health text goes on two rows and it looks really ugly. I am guessing that increasing the width of the UI element might do it? I will try it if I find out which element that is.
Also, could it be possible to make the Armor Level Text on the Armor Icon on each unit display the total Armor that the unit has? Yeah you could manually do it for every unit, but I am looking for an alternative using XML?
0
Thanks!
I was actually missing the "View XML" button on the top and I just thought Blizzard had replaced the XML with that Frame system.
Just saw it, clicked it and I can edit the XML again :D
Thanks for the code, you're awesome. You saved me time lurking in the files.
0
Do I have to hookup and remove UI elements for that? And how does one do that in the new editor? I dont seem to have access to the code.
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Oh, thanks!
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I tried all sort of things, I can't seem to be able to do it. I want to decide in what order the music will play and which, but whenever I play my music I can hear the one from your mod playing in the background too.
0
I know it's kinda old, if you're still looking and making the map, you can crash it by accessing a variable's array beyond its limit. For example, create a variable crash[5] (you can set arrays in the variable options). Now make a variable i. Do "Set i = 10". Now do "Set crash[i] = 5". That will crash the editor. Infinite loops do not crash it, the game just skips them.