The Multiplayer and Campaign mods are incompatible and adding them both as dependencies will cause some issue with game data, so we display a warning that it causes a conflict.
The "checking dependency references forever" issue will be fixed in an upcoming patch.
never include multi dependencies unless you are making a pure melee map.
This is really the best advice. Multiplayer and Campaign mods were not built in a way that they are compatible with each-other and you will introduce some game data issues by depending on both. If you want to use HotS + WoL campaign data, just add HotS campaign as a dependency, since it will pull in the WoL campaign data automatically.
This may be related to an issue with publishing maps that will be addressed in the 2.0.6 patch shortly after HotS launches. You can work around it by publishing the map with the exact same names for the exact same locales that it was last published with.
Render Priority only affects the render order between siblings of the same parent frame. So you may want to try adjusting the render priority on the container frame or its parent.
In HotS there is a Game Privacy option in custom lobbies that allows you to choose No Build Order or No Match History. So maybe these types of maps won't be necessary.
- Spawn pathing units that change color (or unit type), and pathing direction when clicked (or when damaged).
This is the most complex part of what you would need to do. Just to take a stab at it:
You'd have to place Points on a map and then use the Create Units Facing Angle Trigger at those points. Then use the Issue Order (Order Targeting Point, Move) to have them start pathing.
To make them change colors, you would add a Behavior for the initial color to the unit, make Behaviors for all the other colors, and an Apply Behavior Effect for each Behavior. Set the Expire Effect on each Behavior to the next color to chain them together.
Then go to Actor to and create an Event Macro and edit the Events field. You want to add new a event for each color that listens for the Behavior message with the Source Name set to the Behavior for each color that responds to Sub Name On. Change the message it sends to Set Tint Color and you can configure the color you want.
- Spawn units that can only be clicked (or damaged) by a certain player when the units are a specific color (or unit type).
- Display text in-game
- Alter unit attack rate
- Alter unit attack range
- Alter unit movement speed
- Alter unit splash damage
- Move the player's camera
- Create pings on the minimap
- Spawn units at the location of a unit that died
These could all be done very simply through triggers. The first would require the data setup listed above.
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You want to modify the MissionTimePanel, not the TimePanel. TimePanel isn't used by the normal game and you should pretty much just ignore it.
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@Stexen: Go
The Multiplayer and Campaign mods are incompatible and adding them both as dependencies will cause some issue with game data, so we display a warning that it causes a conflict.
The "checking dependency references forever" issue will be fixed in an upcoming patch.
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This is really the best advice. Multiplayer and Campaign mods were not built in a way that they are compatible with each-other and you will introduce some game data issues by depending on both. If you want to use HotS + WoL campaign data, just add HotS campaign as a dependency, since it will pull in the WoL campaign data automatically.
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This may be related to an issue with publishing maps that will be addressed in the 2.0.6 patch shortly after HotS launches. You can work around it by publishing the map with the exact same names for the exact same locales that it was last published with.
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Data Editor tooltips for Windows 8 should be fixed in 2.0
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Render Priority only affects the render order between siblings of the same parent frame. So you may want to try adjusting the render priority on the container frame or its parent.
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Try toggling the options in the View -> Show UI menu. You can turn off the list of existing objects with the Show Palette Existing Objects option.
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In HotS there is a Game Privacy option in custom lobbies that allows you to choose No Build Order or No Match History. So maybe these types of maps won't be necessary.
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When you use Test Document, the editor saves an EditorTest map that the game then loads. This method allows you to test unsaved changes to your map.
In 1.5 there was a bug preventing you from opening that EditorTest map in the editor. Should be fixed for HotS.
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- Spawn pathing units that change color (or unit type), and pathing direction when clicked (or when damaged).
This is the most complex part of what you would need to do. Just to take a stab at it:
You'd have to place Points on a map and then use the Create Units Facing Angle Trigger at those points. Then use the Issue Order (Order Targeting Point, Move) to have them start pathing.
To make them change colors, you would add a Behavior for the initial color to the unit, make Behaviors for all the other colors, and an Apply Behavior Effect for each Behavior. Set the Expire Effect on each Behavior to the next color to chain them together.
Then go to Actor to and create an Event Macro and edit the Events field. You want to add new a event for each color that listens for the Behavior message with the Source Name set to the Behavior for each color that responds to Sub Name On. Change the message it sends to Set Tint Color and you can configure the color you want.
- Spawn units that can only be clicked (or damaged) by a certain player when the units are a specific color (or unit type). - Display text in-game
- Alter unit attack rate
- Alter unit attack range
- Alter unit movement speed
- Alter unit splash damage
- Move the player's camera
- Create pings on the minimap
- Spawn units at the location of a unit that died
These could all be done very simply through triggers. The first would require the data setup listed above.