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.
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.
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:
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.
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.
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.
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.
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.
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?
0
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.
0
@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.
0
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:
And the unit portrait needed a background so I extended the minimap background width with this:
Does anyone know what I can do to get the portrait model to render above?
0
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.
0
@Traysent: Go
Working for me as well, thanks Traysent and crew!
0
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.
0
@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.
0
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.
0
@Traysent: Go
PM'd
0
@Traysent: Go
Sure
0
@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.
0
Still an issue... any updates?
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.
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?
0
You're right, thanks! It was the wc3 data mod :(