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    posted a message on Calling uiSetHotkeyAllowed is not authorized...
    Quote from Kloupz: Go

    It seems to happen sometimes, this error occurs when you activate or desactivate the cinematic mode, so I guess that there is an issue somewhere in these actions (which are composed by several commands to animate the hide or show of the UI). But even after some researches I have not found anybody saying what particularly creates it, and I was lazy to test everything myself. I was thinking that it could be linked to my custom UI, but I am not sure that you got a custom UI too. Well I don't know.

    However I may be wrong but in my case at least, I think that this error has no visible consequences.

    No it doesn't have visible consequences. I don't use a custom UI so I just copied the Cinematic Mode trigger from the native library and pasted it in my own custom triggers. I removed the call to that function and it works... Although I'm sure that's not how the folks at Blizzard intended to start cinematic mode... It's either this and wait for a fix, or disable displaying of errors/warnings while testing but that can leave you with little debugging options.

    Posted in: Triggers
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    posted a message on Calling uiSetHotkeyAllowed is not authorized...

    I was working on a cinematic in the editor lately, I've scripted the triggers on unit actions during the cinematic successfully... Then I enabled Cinematic Mode and Applied 3 Cameras. The moment the cinematic starts and ends this error pops out: "Calling uiSetHotkeyAllowed is not authorized". I've not called this function in any of my triggers during the Cinematic Mode so I don't know what could've caused this. Any ideas on a solution?

    Posted in: Triggers
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    posted a message on Exporting sounds

    The only problem I'm facing now is whether I should feed the LFE/Center channels with Mono sound or keep it Stereo. If StarCraft II only fakes the surround sound, then it must be sending stereo signals to the LFE/Center. But then again, what do I know - if they found a way to fake surround sound then nothing would stop them to find a way and convert the stereo sound to mono and feed it to the above channels.

    I reckon LFE/Center does not need stereo since there's only 1 signal being outputted from them anyways... But I'll have to ask someone more experienced than me.

    Posted in: Data
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    posted a message on Exporting sounds
    Quote from Forge_User_04585675: Go

    Use a CASC editor to export the sound from the game archive directly. This will be sure there has been no processing losses.

    If analysis of the file shows it is only stereo then StarCraft II must be faking surround sound. I believe you have come to this conclusion?

    Yes, indeed it does fake it. How do I know? The "Data:Speaker Mix" field is what showed me. If I set Center, Front Left and Front Right to 0.0, click OK and then click the green arrow to test it, the front left, center and front right speakers will be silent. These floating point values hold the volume percentage of the sound, relative to the original volume of the file as it is in the archive. Only the rear (surround left/surround right) speakers will be playing sound. So this thread is solved. Would be useful if someone else is having the same problem but doesn't know what causes it.

    Posted in: Data
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    posted a message on Exporting sounds

    Yeah, that's what I did. I upmixed the sounds using the Multitrack. So for each channel I used separate sounds. Let's assume the exported sound from the editor has 100% volume.

    • For Center, I reduced the volume to 40%, because "Data:Speaker Mix" had center on 0.4.
    • For Front Left/Front Right I kept the original volume (100%), because "Data:Speaker Mix" had these on 1.0.
    • For Surround Left/Surround Right I reduced the volume to 70%, because "Data:Speaker Mix" had these on 0.7.
    • For LFE I did not add any audio since "Data:Speaker Mix" hat it set to 0.0.

    It's a slow process but it works.

    Posted in: Data
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    posted a message on Exporting sounds
    Quote from FunkyUserName: Go

    what do you use to play the sound? did you try vlc?

    I'm using Adobe Audition CC, since windows media player does not support OGG. There I can easily see there are only 2 signals instead of 6... I'll try VLC but I don't think it'll be surround there.

    More likely I'll have to mix the sound myself based on what I've found in the Data Editor's "Data:Speaker Mix" field.

    Posted in: Data
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    posted a message on Exporting sounds

    Hello, I've been trying to export some sounds from the data editor and succeeded, but they are altered. When I click the green arrow to play the sound I wish to export, I can clearly hear it is in surround since I'm using a 5.1 surround sound installation. But when I click export and open the .ogg file I get a stereo sound. Only left, center and right are playing sound while left surround and right surround are silent. What is causing this? Is this a way of preventing sound theft or whatever? Why when I test these sounds in the editor they are surround and when I export them they are stereo?

    I only want to alter and then import a music piece but I want it to remain in surround :(

    Or is the sound in stereo and just the editor makes it seem surround? Since I've seen the "Data:Speaker Mix" field and I think it's the source of the surround sound?

    Posted in: Data
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    posted a message on Nova Covert Ops: March 29th
    Quote from DeltaCadimus: Go

    @SamsaraNoMas: Go Unlocks the clearly superior of the Void Rays, the most likeable Sentry and an unique High Templar xD

    Lol no, the superior voids are the nerazim ones, have you seen how quickly these things kill units on brutal? I tried the tal'darim ones and they sucked so much... Also I used dark archons just to steal enemy carriers/tempests while having a mothership.

    @OP I wonder what new trigger/data types these new missions will bring! I hope they introduce a mechanic we've not seen before!

    Posted in: General Chat
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    posted a message on Behavior: how to make duration permanent & Actor events problem
    Quote from abvdzh: Go

    What is this start stop effect type? If it is not persistent it stops right after it starts (duration 0), so you won't be able to see the changes. Basicaly your scale increasing and decreasing simultaneously = stays the same. Use timer 0.4 seconds and "TimerExpired" event to trigger your second message.

    Also, dont use SetScale 1 to restore the original scale, use message "ClearScale" instead, just mark it with a label. In case with effect model it may not be affecting anything but if you will be using it with units it can mess things up, because your unit's current scale may differ from 1. Just a bad habit to handle things.

    OK, I'll start using ClearScale :) Btw, yes it's Create Persistent, that's why it's marked SOAMothershipBlinkStrikeCP

    Posted in: Data
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    posted a message on Behavior: how to make duration permanent & Actor events problem
    Quote from Forge_User_44611484: Go

    @poweruserSC2: Go

    Try adding a Term At Caster for each event. I'm not sure it will work, as I can not test it right now, but worth a try.

    I tried that:

    • Effect.SOAMothershipBlinkStrikeCP.Start
      • At Caster
      • SetScale 0.100000 0.400000
    • Effect.SOAMothershipBlinkStrikeCP.Stop
      • At Caster
      • SetScale 1.000000 0.400000

    But it didn't work... Can you look at the ability actor events/duration and see if anything can be altered?

    Posted in: Data
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    posted a message on Behavior: how to make duration permanent & Actor events problem
    Quote from FunkyUserName: Go

    there is not one word mentioning events here

    Quote from poweruserSC2: Go

    Second problem: Also the mothership has a blink ability and it doesn't look well when the purifier shield just disappears when Blink is used. I tried to add these events to the "Purifier Shield Actor":

    • Effect.SOAMothershipBlinkStrikeCP.Start
      • SetScale 0.100000 0.400000
    • Effect.SOAMothershipBlinkStrikeCP.Stop
      • SetScale 1.000000 0.400000

    But it gets colored in red and when I test the shield model doesn't change scale when I use the blink... Any help would be appreciated.

    Isn't this whole section of the OP related to events? If not, excuse me I'm still a n00b working with the Data module... At least that's what these are called there.

    Posted in: Data
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    posted a message on Behavior: how to make duration permanent & Actor events problem

    And what about the Events issue?

    Posted in: Data
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    posted a message on Behavior: how to make duration permanent & Actor events problem

    I'm trying to add a "Purifier Invulnerability Shield" behavior to my Tal'Darim Mothership but it only has "Duration: 5". So, how do I make the duration of the behavior for as long as the unit lives, not 5 seconds?

    Second problem: Also the mothership has a blink ability and it doesn't look well when the purifier shield just disappears when Blink is used. I tried to add these events to the "Purifier Shield Actor":

    • Effect.SOAMothershipBlinkStrikeCP.Start
      • SetScale 0.100000 0.400000
    • Effect.SOAMothershipBlinkStrikeCP.Stop
      • SetScale 1.000000 0.400000

    But it gets colored in red and when I test the shield model doesn't change scale when I use the blink... Any help would be appreciated.

    Posted in: Data
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    posted a message on Enable research icons upon research complete on units
    Quote from poweruserSC2: Go

    So I'm asking how could I make the button be disabled (grey scale) before the research is complete and be enabled (colored) afterwards (without use of triggers if possible).

    Never mind, I figured it out, I accidentally placed "Not" instead of "And" condition in the requirements for the research...

    Posted in: Data
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    posted a message on Enable research icons upon research complete on units

    I know I have to work with Requirements in the Data editor, but I just can't figure it out... So I made an entirely new button with the same icon as Anion-Pulse Crystals (Phoenix Range Upgrade) and named it the same. Then, I added it to the command card and set it to Passive, added requirement "Learn Phoenix Range Upgrade". Then I placed a phoenix and a fleet beacon on the map, added some resources so I can research it and tested the map. When it started, I had the phoenix's command card show the button Enabled, which I don't want. When I started the research though, it disappeared. After the research was complete the button was invisible.

    So I'm asking how could I make the button be disabled (grey scale) before the research is complete and be enabled (colored) afterwards (without use of triggers if possible). Thanks in advance!

    Posted in: Data
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