• 0

    posted a message on SC2Editor Insta-Crash on Open

    My mapfile is not corrupted, even if it were I still have hundreds of back ups.

    It is something wrong with the editor, it just won't open regardless of what file I try to open.
    Opening up an empty map will crash as well.

    Posted in: General Chat
  • 0

    posted a message on SC2Editor Insta-Crash on Open

    During the midst of uploading a map onto b.net my editor crashed and can not open it since. While I think I know why it's happening, I don't know how to fix it; I was replacing the GameStrings.txt of the korean locale in my map via the MPQ editor. The text file's name that I dragged into the folder had non-english characters. Of course I was going to rename the text file after I put it in - but it disappeared once I did (didn't show inside the MPQ editor after I dragged it in) and was force to drag in another copy after renaming it so it wouldn't disappear again. Afterwards, I opened up the editor - and proceeded to upload but crashed midway.

    Ever since I can no longer open up the editor as it insta-crashes when I try.

    Attempts I've made:
    - Using both 32/64 bit versions
    - Running as admin
    - Deleting all SC2Editor related registry
    - Reinstalling SC2

    Do I really have to do a fresh reboot...
    Can't believe such a mistake, if you can call it one, would cause this to happen.
    The editor is really sensitive... jeez.

    And to clarify, I can't open the editor - period. It's not just my map.

    Posted in: General Chat
  • 0

    posted a message on Overriding Tooltip Fonts

    I've managed to override a lot of tooltip stuff for the UI, although some I had to manage via trigger hook ups. Command Buttons, WorldTooltip, Behavior stuff were pretty simple. But certain ui frame like UnitPanels don't even have dedicated TooltipFrames, but they have tooltips ingame.

    Is there a way to change the tooltip font without trigger hookup for these? a

    Posted in: UI Development
  • 0

    posted a message on Font Line Spacing

    Sorry if this belongs in the wrong area, but this is info being used in the data editor so.. :> img

    Is there a way to change the line spacing? It's way too long when I use my custom font.

    Or is there a way I can edit the font itself?

    Thanks in advance.

    Posted in: Data
  • 0

    posted a message on Non-english strings?

    You sir are incredible, thanks for dropping some wisdom.

    i think this should be stickied somewhere as a snippet for future references.

    It will come in handy for doing foreign commands in the future for any editors.

    Posted in: Galaxy Scripting
  • 0

    posted a message on Non-english strings?

    @Alevice: Go

    that's a really interesting idea except it'll be a little quirky haha

    Posted in: Galaxy Scripting
  • 0

    posted a message on Non-english strings?

    Lol, I think texts comparisons are only for checking pointers and not stored values.

    Otherwise, there is no reason for this thread if we can make text comparisons like that... :/

    Posted in: Galaxy Scripting
  • 0

    posted a message on Non-english strings?

    @Rohime: Go

    hey thanks for the reply,

    As for text inputs between locale changes I'm fine, I was just concerned about doing korean commands in game but I guess it isn't possible.

    Posted in: Galaxy Scripting
  • 0

    posted a message on Non-english strings?
    Quote from Alevice: Go

    It might be that the system font the ditor uses doesnt support unicode.

    My suggestion would be to save as sc2components, go to the koKR.SC2Data folder, and modify the gamestrings/objectstring and triggert strings files with a dedicated text editor that supports unicode/utf8/whatever

    This answer is in the right direction, but I'm just hoping you are wrong.

    Perhaps someone can confirm, but at the same time - this means that every non-english string comparison being made is done externally. While it's not hard to believe, seeing that nobody has made a thread about this makes me doubtful that the trigger editor doesn't support non-english font. And I've seen non-english commands in arcade games so.

    Still, thanks for your response.

    Edit: I just tried editing strings outside of the editor, when the map loads it just deletes non-english strings. I guess this means I need to find an alternative;;

    Posted in: Galaxy Scripting
  • 0

    posted a message on Non-english strings?
    Quote from ArcaneDurandel: Go

    1) You need to add that locale to the map. Map -> Locales -> Modify Locales -> Enable koKR

    2) This may or may not be needed, I don't know if Starcraft 2 comes with this, but you need the language packs for the system to recongize the characters. So you may need to install the Korean language packs for windows. I hope it doesn't, because Microsoft requires the Ultimate or Enterprise editon of Win7 to install the Korean language pack.

    1) That's not what I'm talking about, this isn't about translating game texts.

    2) The base language enabled for my computer is Korean.

    Posted in: Galaxy Scripting
  • 0

    posted a message on Non-english strings?

    Hellu, I'm converting my map to korean and am trying to put in korean commands for my map. However, I can't seem to write strings in korean - the galaxy editor changes it to weird unreadable symbols after word completion. Is there something I need to do for foreign strings to work?

    Edit: In case people misunderstand, I'm not talking about translating game texts, I'm talking about being able to type korean letters in custom scripts for string comparisons. So example..

    string message = "-command"
    TriggerAddEventChatMessage(tempTrig, c_playerAny, message, true);

    So if we have something like this, if I try to replace the contents of the message variable string with korean - the editor will turn into some unreadable symbols upon word completion.

    I can't do something like
    string message = "-명령"

    Posted in: Galaxy Scripting
  • 0

    posted a message on WoW Model Requests: Gurloc and Snobolds

    @TaylorMouse: Go

    It's okay thanks man, u r still awesome.

    Posted in: Requests
  • 0

    posted a message on WoW Model Requests: Gurloc and Snobolds

    Would you be willing to take any requests?

    Posted in: Requests
  • 0

    posted a message on WoW Model Requests: Gurloc and Snobolds

    You are a godsend beyond godsend, I've been spending the whole morning trying to figure this stuff out.

    Edit: oh it's not converted to m3 yet. Anyways still thanks - do you know if it's possible to convert this in the 3ds max 2016?

    Posted in: Requests
  • 0

    posted a message on ModelAddition freezes when Host idles

    So I've seen answers to this thread pop a few times in the past. http:www.sc2mapster.com/forums/development/data/34990-solved-help-with-the-site-operations-actor/

    But the test maps I open, don't work anymore - the attaching your actor to an invisible actor trick is not working.

    Does anyone know another work around? It's very weird, some units work with the actor some unit's dont even though it's the same attachment point. That makes me think that the actor being attached is not broken, but maybe the host model or something.

    Thanksin advance, Broot

    Posted in: Data
  • To post a comment, please or register a new account.