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    posted a message on UI Layering Issue (bringing element to front)

    Thanks for the reply but unfortunately it isn't working. I tried various values of HDR/LDR along with render priority set to low (0) for the minimap background and high (501 - 1024) for PortraitPanel & Portrait.

    Posted in: UI Development
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    posted a message on Footprint issue: (re)placing a building command on an already queued one

    @SC2UniversalDomination: Go

    Thanks for the reply, but unfortunately that's not a side effect that I'm happy with.

    I did end up figuring out a solution: I have the structure footprint apply "no burrow", and the placement footprint checks for "no burrow" as invalid but doesn't itself apply "no burrow". I had first tried this with "creep" and "no creep" but for some reason they didn't work the same way.

    Posted in: Data
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    posted a message on UI Layering Issue (bringing element to front)

    Hi all, I was wondering if anyone can help me here. I moved the unit portrait to the other side of the screen but I can't get it to render above the minimap background which I've extended to be the background of the portrait (alternatively making a background area for the unit portrait would work but I couldn't get one to show up).

    I moved the unit portrait to the other side of the screen with this:

            <Frame type="PortraitPanel" name="PortraitPanel">
                <Visible val="true"/>
                <Anchor side="Bottom" relative="$parent" pos="Max" offset="-79"/>
                <Anchor side="Left" relative="$parent" pos="Max" offset="302"/>
                <Height val="180"/>
                <Width val="141"/>
            </Frame>
    

    And the unit portrait needed a background so I extended the minimap background width with this:

            <Frame type="Image" name="MinimapPanelBorder">
                <Anchor side="Left" relative="$parent/MinimapPanel" pos="Min" offset="-72"/>
                <Anchor side="Right" relative="$parent/MinimapPanel" pos="Max" offset="25"/>
                <Anchor side="Top" relative="$parent/MinimapPanel" pos="Min" offset="2"/>
                <Anchor side="Bottom" relative="$parent/MinimapPanel" pos="Max" offset="30"/>
                <Texture val="Assets\Textures\ui_techtree_iconname_frame.dds"/>
                <TextureType val="Border"/>
                <RenderPriority val="500"/>
                <Height val="300"/>
                <Width val="670"/>
            </Frame>
    

    Does anyone know what I can do to get the portrait model to render above?

    Posted in: UI Development
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    posted a message on Footprint issue: (re)placing a building command on an already queued one

    Hey, I was wondering if anyone could help me out here. In WC3 you could place a building command on itself to correct any misplacements, but in SC2 the building command creates a footprint and therefore by default this is not possible, see below:

    I'd like the second placement to be able to be built on the first placement. I was playing around with the building footprint (and placement footprint) and was able to get this to work but with the unwanted side effect that it removed the red Xs from both built and unbuilt buildings. Ideally I'd like to keep the red Xs on already built buildings but not on queued ones.

    Posted in: Data
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    posted a message on Unable to publish to Americas region

    @Traysent: Go

    Working for me as well, thanks Traysent and crew!

    Posted in: General Chat
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    posted a message on Obfuscating script causes compile error at publish time

    The weird thing is I thought(?) it was working before 3.0, and now it doesn't. I am referencing a global variable in script so perhaps that's the issue.

    Thanks for your help.

    Posted in: General Chat
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    posted a message on Unable to publish to Americas region

    @Traysent: Go

    Unfortunately mine is still not uploading, the first time got stuck at 58% and now it's stuck at 0% Constructing Header File.

    Posted in: General Chat
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    posted a message on Obfuscating script causes compile error at publish time

    Has anyone else run into this issue? This is the error it gives:

    Script failed to compile: This field is not a member of the struct type (See Trigger Editor for more details) For a line looking like this: DialogSetVisible(gv_1C0E642E.lv_A394EA11, PlayerGroupSingle(lp_70243BE3), true);

    Obviously I want to find out what gv_1C0E642E.lv_A394EA11 is, but when I view my script and compile it from there I get no error. I looked through all my Show Dialog calls and I'm not seeing an issue there either.

    Posted in: General Chat
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    posted a message on Unable to publish to Americas region

    @Traysent: Go

    PM'd

    Posted in: General Chat
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    posted a message on Unable to publish to Americas region

    @Traysent: Go

    Sure

    Posted in: General Chat
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    posted a message on Unable to publish to Americas region

    @Traysent: Go

    I typically fail at 58 for the first upload (the second upload varies between 0 and 58) with the "a temporary error with your request", and then the third upload just tries to construct the header file forever.

    This is with the newest patch.

    Posted in: General Chat
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    posted a message on Unable to publish to Americas region

    Still an issue... any updates?

    Posted in: General Chat
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    posted a message on (Solved) Selection[FlyerHelperSplat] left behind when structure dies after 3.0

    Turns out I had also reinstalled SC2 to try to solve the Win10 performance issues and my "flyer helper" setting was turned to "always on", this was creating the actor and turning it off prevents more of these actors from being created.

    Posted in: Data
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    posted a message on (Solved) Selection[FlyerHelperSplat] left behind when structure dies after 3.0

    This showed up after 3.0 and I was wondering if anyone has an idea because this has me stumped.

    I'm hovering over the red circle:

    The unit itself is a (non-flying) structure that has a wc3 model and a (different) splat attached to it to simulate wc3 building ground texture, having a death time on the structure does clear this particular splat when it expires but you can see this splat when the structure dies until it expires so it'd be nice to be able to just remove this somehow?

    Posted in: Data
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    posted a message on Patch 3.0 Map-Maker Troubleshooter Thread
    Quote from egodbout: Go

    @VindicisSC2: Go

    i know how to fix it

    Its because one of your dependencies is missing. Find the one, delete it, and it gonna work. 100% sure. Egod

    You're right, thanks! It was the wc3 data mod :(

    Posted in: General Chat
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