How can custom validator error messages be created? I'd like to make a simple change to the IsNotFlying validator, so it states "Must be on ground" instead of "Error".
This is the "(None) - Result - Failure" field (CValidator_ResultFailed). Even if it's changed to a custom value in the XML file, it resets back to a preset (OKPlaceholder) when loaded in the GE.
I'd like the hero to start with rank 1 in every ability. Has anyone found something in the data or trigger editors that might be able to do this?
In the WC3 editor, could simply double-click a unit and set its ability ranks. That's not possible, so I looked for an equivalent of the Hero - Learn Skill function, which I think wasn't implemented either. So I thought of giving every ability's Rank 2 a level requirement of Level 2, but the capability for level skip requirements appears to have been removed.
Is there any way at all to interact with CAbilLearn-derived abilities, either detecting when a unit learns things or telling a unit to learn things?
Has anyone deciphered what says can and cannot be targeted by a point defense drone?
I thought it was simple, but then I started trying to find out why (in the data) the drone can shoot down hydralisk projectiles, but not roach projectiles. I've traced this path for both the hydralisk and roach, and haven't found what makes the difference between the two:
Unit > Weapon > Effect > Ammo unit > Actor, Model, Mover
The point defense drone is just like any other unit, but simply targets units with the "missile" flag only. However, both units "Weapon - Hydralisk Ground" and "Weapon - Roach Weapon" have identical flags, and both are flagged "missile". I've looked through the pages of data for the weapon, effect, and other factors for both the hydra and roach. I can't find anything in the point defense drone's weapon data either.
There needs to be a way to edit raw data in the data editor.
In the wc3 World Editor this was done by holding shift and double-clicking a data record. This allowed the user to enter anything at all into that data record... useful for bypassing UI elements that can slow the user down at times, or overriding editor restrictions, such as entering negative numbers in places that wouldn't normally accept them. This was an invaluable feature I used often in the world editor.
One example of where this would be useful in the galaxy editor is unit command cards. The "learn" ability commands are not recognized by the editor. A way to enter raw data could be used to overcome bugs or limitations like this. From the XML line below, the "Learn1" command cannot be entered into the editor's UI:
There's many other examples where a way to enter raw data would be useful, especially for entering data quickly in text that's sometimes slower with the UI.
One thing that would be immensely helpful for the GE:
"Back" navigation for the data editor, such as what file and web browsers have.
What I mean: the GE would remember a history of what screens / data records you've looked at, and pressing the back hotkey sends you back to your previous screen. So for example, if I'm looking at a Zergling on the Unit "data type" window, then go to the Zergling - Claws record on the Weapons data type window. If I press the Back hotkey, I'd go back to the Zergling unit.
Some mice also have extra buttons used for forward/back navigation, so it'd be helpful if the back navigation just basically duplicates that of internet/file browsers.
Very few RTS's have true bridges, due to limitations of pathing. Warcraft 3's bridges could only be walked over, not under. SC2 appears to have similar pathing, so I doubt two-level bridges will be possible.
The "Style" selection (airbrush/paint/noise/fractal) affects multiple terrain brushes and operations, but is only visible when the Texture > Add Texture operation is selected. "Style" should probably be visible for all of these texture operations, since it affects them and is useful for them:
Add Texture
Remove Texture
Uniform Texture
Replace Texture
Smudge Texture
Blur Texture
However, Style is also affecting the Height brush. This is likely an unintended bug, since some Style settings act in bizzare manners with the Height brush.
To reproduce this bug:
Select the Texture > Add Texture operation
Change Style to Fractal
Select the Height > Uniform operation
Use this operation on an area with a cliff height that is not 0.
The brush will no longer "level" out terrain to a uniform value with the Noise or Fractal styles selected.
Here is an image of the results of the bug. The "uniform" tool was used on an area that was previously flat terrain.
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@Thalassicus: Go
I've been searching for a day now for some solution. Anyone have any ideas?
I can give the hero 5 skillpoints to spend at the start... but then the player could simply put all the points in one ability.
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How can custom validator error messages be created? I'd like to make a simple change to the IsNotFlying validator, so it states "Must be on ground" instead of "Error".
This is the "(None) - Result - Failure" field (CValidator_ResultFailed). Even if it's changed to a custom value in the XML file, it resets back to a preset (OKPlaceholder) when loaded in the GE.
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I have a hero with several learnable abilities.
I'd like the hero to start with rank 1 in every ability. Has anyone found something in the data or trigger editors that might be able to do this?
In the WC3 editor, could simply double-click a unit and set its ability ranks. That's not possible, so I looked for an equivalent of the Hero - Learn Skill function, which I think wasn't implemented either. So I thought of giving every ability's Rank 2 a level requirement of Level 2, but the capability for level skip requirements appears to have been removed.
Is there any way at all to interact with CAbilLearn-derived abilities, either detecting when a unit learns things or telling a unit to learn things?
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(Delete)
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Has anyone deciphered what says can and cannot be targeted by a point defense drone?
I thought it was simple, but then I started trying to find out why (in the data) the drone can shoot down hydralisk projectiles, but not roach projectiles. I've traced this path for both the hydralisk and roach, and haven't found what makes the difference between the two:
Unit > Weapon > Effect > Ammo unit > Actor, Model, Mover
The point defense drone is just like any other unit, but simply targets units with the "missile" flag only. However, both units "Weapon - Hydralisk Ground" and "Weapon - Roach Weapon" have identical flags, and both are flagged "missile". I've looked through the pages of data for the weapon, effect, and other factors for both the hydra and roach. I can't find anything in the point defense drone's weapon data either.
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There needs to be a way to edit raw data in the data editor.
In the wc3 World Editor this was done by holding shift and double-clicking a data record. This allowed the user to enter anything at all into that data record... useful for bypassing UI elements that can slow the user down at times, or overriding editor restrictions, such as entering negative numbers in places that wouldn't normally accept them. This was an invaluable feature I used often in the world editor.
One example of where this would be useful in the galaxy editor is unit command cards. The "learn" ability commands are not recognized by the editor. A way to enter raw data could be used to overcome bugs or limitations like this. From the XML line below, the "Learn1" command cannot be entered into the editor's UI:
<LayoutButtons Face="Abil1_Learn" Type="AbilCmd" AbilCmd="HeroSkills,Learn1" Row="0" Column="0"/>
There's many other examples where a way to enter raw data would be useful, especially for entering data quickly in text that's sometimes slower with the UI.
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One thing that would be immensely helpful for the GE:
What I mean: the GE would remember a history of what screens / data records you've looked at, and pressing the back hotkey sends you back to your previous screen. So for example, if I'm looking at a Zergling on the Unit "data type" window, then go to the Zergling - Claws record on the Weapons data type window. If I press the Back hotkey, I'd go back to the Zergling unit.
Some mice also have extra buttons used for forward/back navigation, so it'd be helpful if the back navigation just basically duplicates that of internet/file browsers.
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Very few RTS's have true bridges, due to limitations of pathing. Warcraft 3's bridges could only be walked over, not under. SC2 appears to have similar pathing, so I doubt two-level bridges will be possible.
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There's a bug regarding terrain editing.
The "Style" selection (airbrush/paint/noise/fractal) affects multiple terrain brushes and operations, but is only visible when the Texture > Add Texture operation is selected. "Style" should probably be visible for all of these texture operations, since it affects them and is useful for them:
However, Style is also affecting the Height brush. This is likely an unintended bug, since some Style settings act in bizzare manners with the Height brush.
To reproduce this bug:
The brush will no longer "level" out terrain to a uniform value with the Noise or Fractal styles selected.
Here is an image of the results of the bug. The "uniform" tool was used on an area that was previously flat terrain.