• 0

    posted a message on Lots of scripting tools

    I wouldn't say Andromeda is bugged to the point of being unusable. Especially since I've coded two separate maps with it (and one of them uses Andromeda's more advanced OOP features quite extensively).

    Posted in: Third Party Tools
  • 0

    posted a message on Grape - SC2 programming language

    Resolving calls to overridden methods is always done virtually (otherwise there would be no point to overriding methods). Overloading however is usually resolved statically.

    Posted in: Third Party Tools
  • 0

    posted a message on How to create an item that gives an ability when picked up?

    Make a behavior: Set its 'Hidden' flag to true, and its 'Max Stack Count' field to at least as large as the maximum number of copies of your item a hero may equip at once.

    Make the item give the behavior when equipped: There's a field called Equip Behaviors (or something like that) in the item object.

    Then make a tech requirement that checks if that behavior is on the unit under 'Show': right-click the 'Show' folder, select Add Node, make it of type 'Count Behavior', then set the behavior to your item's behavior, and set the scope to 'Completed At Unit'.

    Use your tech requirement for the build buttons in your build ability: Go under your build ability, and under all the build commands, set the Tech Requirement to the requirement you just made.

    Now just give your hero both the build ability and all the buttons related to it. They will be hidden until the item is equipped.

    Posted in: Data
  • 0

    posted a message on Learning C++, didn't buy a book. Tell me about strings!

    You need to include the <string> library, NOT the <cstring> library (that library just contains a bunch of functions for dealing with C-style strings, which you should avoid using), to use C++ string objects. And to compare string objects, just use the == operator.

    Posted in: Off-Topic
  • 0

    posted a message on [Info] Patch 1.1 Undocumented Editor Changes

    Items have been fixed to not always drop on death. BUT if an item has any "equip" or "carry" behaviors, those will NOT be applied on the hero after reviving. The item needs to be removed from the inventory and then reequipped for the behaviors to be applied again. Already posted a bug report on the bnet forums.

    EDIT (more changes):

    Blizz has apparently added "color" versions of ability icons that were previously "black and white". From a quick look, it seems that only the multiplayer ability icons have been given color versions.

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on Experience Sharing Issue

    These are the share filters:

    Required: Heroic; Excluded: Neutral, Enemy, Hallucination

    Target filters are for deciding which units will give XP when killed, not which units the XP will be shared with, I'm pretty sure.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Experience Sharing Issue

    I'm trying to get experience sharing working and I've run into something weird. Basically, I've given every unit in my map a Veterancy Behavior, set it to hidden, and set the kill share fraction to 1, radius to 10, and the kill share filters as:

    Required: Heroic; Excluded: Neutral, Enemy, Hallucination

    Yet, my hero still gets experience when an enemy kills one of my units.

    Am I doing something wrong, or is this just another entry in the very long list of edtior bugs?

    Posted in: Miscellaneous Development
  • 0

    posted a message on What to change in the Galaxy Editor

    Give us some kind of hashing function for all objects. Even World Editor had this (in the form of a bug...but when they patched it out they were nice enough to provide a replacement API), and lots of maps/systems relied on it. So why should sc2 mappers miss out? At this point I don't even care if it generates one-to-one hashcodes (though it would be really nice if it did).

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on Problems putting custom stuff into a Campaign Dependency map...

    @AegisRunestone: Go

    If you just want to use campaign resources in your map, open your map and go to file -> dependencies, and add the liberty story mode one. Your map should now have access to all the SP campaign resources. If you run into bugs while doing this, check out this post: http://forums.sc2mapster.com/mapping-utilities/editor-bugs-and-feedback/5275-possible-fix-for-campaign-dependency-bug/

    Posted in: Miscellaneous Development
  • 0

    posted a message on Possible fix for Campaign dependency bug

    I just posted this on the official sc2 forums, and I thought I'd post it here as well:

    If any of you have tried to use the Liberty Campaign Dependencies, you may have run into some serious bugs with the editor. These may include:

    1. When creating a new map and including campaign dependencies, the editor does not recognize any of the resources associated with those dependencies (i.e. none of the resources show up in the data editor).
    2. When adding campaign dependencies to a map with custom data defined, all custom data becomes corrupted (names disappearing, editor not correctly recognizing them, etc.).
    3. After saving, exiting the editor, and reloading a map with campaign dependencies, the same thing happens as with bullet point number one. (This may or may not only happen for maps created using the Beta Editor - another post here claims this is true, but I've experienced the bug in both old and new maps.)

    Bug 2 can be solved by saving and reloading the map, which fixes all custom data, but then you run into bug 3, and the only way of fixing that is to delete and re-add the campaign dependencies, which brings you right back to bug number 2. Awesome.

    After a few hours of messing around, I have a tentative solution to this issue (which Blizzard will hopefully fix soon).

    Basically, when adding or re-adding the campaign dependencies, make sure that the Liberty Story Mode dependency is the first on the list. You can do this by selecting it and pressing the up arrow. Then, save your map and reload (to fix bug 2 - if applicable), and all the campaign resources should be correctly recognized by the editor. You may now edit your map normally from this point on.

    I've confirmed this definitely works for me for both old and new maps. Hopefully it will also work for those of you running into the same problems.

    Posted in: Galaxy Editor Bugs and Feedback
  • To post a comment, please or register a new account.