The condition statement should always return true and display the message... what's wrong? It runs without error messages, just does nothing.
I'm trying to do the simple task of checking the player name for a debug chat message response, to ensure I'm the only one who can activate the debug trigger.
Item with an attribute bonus is dropped, that attribute resets to 0 for the carrying unit.
Unit with attributes at values >=1 morphs, stats (life, shields, energy regen...) affected by the attributes incorrectly change. This can be seen by giving attributes to a Viking.
Unit with attributes at values >=1 dies and revives, stats affected by the attributes aren't correct.
Unit dies while in the air, then revives, the unit does not have the correct height.
Unit dies while morphing, then revives, the actor does not correctly reset to its normal state.
Unit with veterancy takes damage from, damages, or kills a structure, the unit does not receive experience.
Unit has inventory container(s), they cannot be accessed because the social buttons cover the inventory buttons.
There's no way to get or set player names, a useful feature for character-driven role playing maps.
Update: the missing functionality is actually - we're lacking a method to determine what a player's name is. We can get a player's name, but its return type is "Text". The text comparison operator == doesn't work, and there's no function to convert text to strings. Therefore, the player name cannot be compared to other text or strings to determine what that name is.
I'm having the same problem. I've looked through all the abilities, effects, validators, requirements, everything I can think of, but can't find where the link is that prevents it from casting.
The "No Draw" unit flag / behavior bugs if added to a unit with a trigger.
Works - No Draw added to a unit through data editor
Works - No Draw added in data editor, then removed with trigger
Bugged - No draw added with trigger
In the third case, the unit also becomes unselectable, even if selectability is not modified. The unit is correctly selectable in the first two cases.
It would be extremely helpful if we could define array sizes based on Presets and other "constant" values. This would allow us to replicate this functionality from programming languages like C:
The huge advantage of this is you can add or remove enum (preset) elements without worrying about updating every array definition that uses those presets (and potentially getting out-of-bounds errors). Currently, arrays in the Trigger Module of the editor do not allow their sizes to be defined by constant variables.
When an ability is learned through a derivative of CAbilLearn, that ability now updates its cooldown. Really helpful for anyone doing abilities that decrease in cooldown.
If the Terrain Module is never loaded, the OK button on dialogue boxes in the Data Module will not function properly. Clicking it will update data values, but doesn't close the dialogue box and doesn't refresh the tree view.
These steps cause the bug to occur every time:
Load a map in the Galaxy Editor.
Go to the File menu > Preferences (ctrl+shift+alt+P) > Startup.
Change Startup Windows to "Specific Modules".
Check only the "Data" module; leave all other modules unchecked.
Change Startup Documents to "Remember Previous Documents"
Close the Galaxy Editor
Start the Galaxy Editor. The editor will load the map in the data editor.
Under Data Type: "Units", select the Zergling
Double-click the Zergling's (None) - Creep Speed Bonus field, and change it to 1.
Click OK. The value updates, but the dialogue box doesn't close.
Click Cancel.
Double-click the new Zergling entry created in the data window to the left (green tinted, as a result of changing a value).
Change the name to "Zergling 2".
Click OK. Same bug occurs. It occurs with all OK buttons in the data editor while in this broken state.
Go to Modules > Terrain to open the terrain module.
Close the terrain module.
Double-click the Zergling's (None) - Creep Speed Bonus field, and change it to 0.
I'd like an area to have creep, for gameplay purposes, but the visual effect is rather horrible and hides any nice underlying terrain.
Where can creep be modified? I'd like to make a very simple change: alter it to 50% alpha transparency. I've been searching through the data editor without success on locating information on the visual display of creep.
0
Ah, missed it because the text comparison operator is not exposed in the editor. Thank you!
One thing is puzzling me now; even a simple series of actions like this isn't working:
The condition statement should always return true and display the message... what's wrong? It runs without error messages, just does nothing.
I'm trying to do the simple task of checking the player name for a debug chat message response, to ensure I'm the only one who can activate the debug trigger.
0
If:
0
There's no way to get or set player names, a useful feature for character-driven role playing maps.
Update: the missing functionality is actually - we're lacking a method to determine what a player's name is. We can get a player's name, but its return type is "Text". The text comparison operator == doesn't work, and there's no function to convert text to strings. Therefore, the player name cannot be compared to other text or strings to determine what that name is.
0
I'm having the same problem. I've looked through all the abilities, effects, validators, requirements, everything I can think of, but can't find where the link is that prevents it from casting.
0
Is it possible to detect the revive ability? I was surprised to find none of these work, and now I'm stumped:
Edit: Nevermind, didn't notice the "Show Commands" checkbox for ability selection.
0
The "No Draw" unit flag / behavior bugs if added to a unit with a trigger.
Works - No Draw added to a unit through data editor
Works - No Draw added in data editor, then removed with trigger
Bugged - No draw added with trigger
In the third case, the unit also becomes unselectable, even if selectability is not modified. The unit is correctly selectable in the first two cases.
0
Ingame I meant.
0
Has anyone discovered a way to set a player's race?
This is something I've been hoping to have for years, since players change races on my map.
0
It would be extremely helpful if we could define array sizes based on Presets and other "constant" values. This would allow us to replicate this functionality from programming languages like C:
The huge advantage of this is you can add or remove enum (preset) elements without worrying about updating every array definition that uses those presets (and potentially getting out-of-bounds errors). Currently, arrays in the Trigger Module of the editor do not allow their sizes to be defined by constant variables.
0
When an ability is learned through a derivative of CAbilLearn, that ability now updates its cooldown. Really helpful for anyone doing abilities that decrease in cooldown.
0
@Thalassicus: Go
Figured out how to do this!
Enumerations are called "Presets"
0
~ Where's the minimap?
~ I threw it in the lake.
~ ARE you CRAZY?
0
Is there any way to create enumerations?
For example, I'd like to use these strings to reference indexes in an array of building types:
0
If the Terrain Module is never loaded, the OK button on dialogue boxes in the Data Module will not function properly. Clicking it will update data values, but doesn't close the dialogue box and doesn't refresh the tree view.
These steps cause the bug to occur every time:
http://forums.battle.net/thread.html?topicId=24702012718&postId=246997305496&sid=5000#0
0
I'd like an area to have creep, for gameplay purposes, but the visual effect is rather horrible and hides any nice underlying terrain.
Where can creep be modified? I'd like to make a very simple change: alter it to 50% alpha transparency. I've been searching through the data editor without success on locating information on the visual display of creep.