so some new blizzard patch broke the buttons in my mod again
after spending more than 2 hours just to try to get the hydralisk den buttons to work, i think i ve come up with the best possible solution to all button problems:
1) highlight the command card field in data
2) switch to xml view of your unit (ctrl - 3)
3) delete everything under <CardLayouts>
4) start by force-deleting any pre-existing buttons from dependencies via "<CardLayouts index="0" removed="1"/>"
5) manually code all your buttons in xml, index them starting with a high number, like 10, switch to a base mod like "Liberty.SC2Mod" in the tabs at the top to copy/paste basic buttons like the cancel buttons from there
just posting this for informational purposes in case other ppl have similar problems:
one of the last blizzard patch broke the appearance of numerous units in my mod, that were using "select texture by id" in their actor to switch textures to dark protoss textures ("dark specular", "dark emissive", etc.)
after searching around what might have caused this, i ran across a data field called "Texture Declarations" in the models that was empty for all the models i copied
this field used to be empty - i already copied values from the original model in this screenshot
this caused the models being unable to attach the alternative textures. units where i used the original model did not have this problem.
my best guess is, that this field did not use to exist, and thus was not copied when i copied the original models?
my second best guess is that blizzard changed something in the way values are inherited from parent values? (which could potentially be disastrous for mods?)
i want to make an ability that carries other units, like workers carry minerals
im using the carry carcass as a template, and i got it to work as far as the unit actually being carried away by the caster
however, instead of the carried unit being stunned and attached to the front of the caster, its constantly spinning around the caster. my guess is it is trying to reach the center point of the caster?
i tried setting an offset in the create persistent effect that creates the apply force effect that does the moving, but to no avail
any ideas? its probably rather straightforward to do if you know how to work with apply force effects, i guess?
this is the ability - it creates a persistant effect
the persistant effect that periodically calls the force effect - note the offset that i put in for testing purposes, but i cannot get it to actually use an offset
hhhm, thats a good backup plan, but wont work on every map
i just checked on iron fortress, and the starting positions are named in korean :(
they still end in "001" tho - can i use wildcards when picking points by name?
because, come to think of it - starting points are the only points on melee maps anyways, so i could just use any defined point and get the starting locations
edit: i cant even copy/paste the korean characters into the point name: field :(
id like to disable alternative models (eg for colossus) in my mod, since they dont really fit in with the stylistic design for my factions
i tried to change the model link for the different models themselves, and deleted the actor references to changing textures, but some units, like colossi, still get different skins depending on what skin the player picked as an xp reward
i just wanted to put this out there, cuz im not sure ppl are aware of this, and out of all the ridiculous SC2 Editor bugs I found while making my project, this one ranks pretty high up.
i have a unit that uses the weapon ID "LiberatorMissileLaunchers"
with the damage ID "LiberatorMissileDamage"
doing 6 damage
there is no other damage effect linked to it, the effects are very straightforward (launch missile -> damage)
when i test my map, in the editor test map environment, it tells me it does 6 damage.
and now one of my players found out, that when logged onto battle.net, it is actually 6 +2 to light.
i guess some kind of hidden upgrade that is only active on battle.net must affect it in some way. either way, this is ridiculous - am i supposed to test my project in the editor and on b.net separately, because i cant be sure they both behave the same?
how do i define my own font styles / where do i find the font editor?
its not only alignment tho - as you can see in american version there are no spaces between the -- so it makes a solid line, while in korean it looks like - - - - -
the opening screen for my mod heptacraft looks all messed up for korean players:
normal opening screen:
korean opening screen:
i use different styles for these elements - the big one is MultiplayerLoadingPanelMapMode, the smaller ones are PurchasePanelCredits. both look different on the korean version apparently
so i really have to switch to pictures or is there a way to fix this?
this annoying shit is supposed to stay till the 28th, so i wanted to remove if for my mod
anyone know how its done? i couldnt find a model for the cake, and the model for carried minerals seems fine, shows up normal in test map as well, just not on b.net
0
so some new blizzard patch broke the buttons in my mod again
after spending more than 2 hours just to try to get the hydralisk den buttons to work, i think i ve come up with the best possible solution to all button problems:
1) highlight the command card field in data
2) switch to xml view of your unit (ctrl - 3)
3) delete everything under <CardLayouts>
4) start by force-deleting any pre-existing buttons from dependencies via "<CardLayouts index="0" removed="1"/>"
5) manually code all your buttons in xml, index them starting with a high number, like 10, switch to a base mod like "Liberty.SC2Mod" in the tabs at the top to copy/paste basic buttons like the cancel buttons from there
6) your code should look like this now:
<CardLayouts index="0" removed="1"/>
<CardLayouts index="0">
<LayoutButtons index="10" Face="Cancel" Type="AbilCmd" AbilCmd="que5,CancelLast" Row="2" Column="4"/>
<LayoutButtons index="11" Face="CancelBuilding" Type="AbilCmd" AbilCmd="BuildInProgress,Cancel" Row="2" Column="4"/>
....
....
....
</CardLayouts>
7) commit your changes via ctrl-shift-x and never open the command card directly in the data editor again
good luck fellow modders :)
0
just posting this for informational purposes in case other ppl have similar problems:
one of the last blizzard patch broke the appearance of numerous units in my mod, that were using "select texture by id" in their actor to switch textures to dark protoss textures ("dark specular", "dark emissive", etc.)
after searching around what might have caused this, i ran across a data field called "Texture Declarations" in the models that was empty for all the models i copied
this field used to be empty - i already copied values from the original model in this screenshot
this caused the models being unable to attach the alternative textures. units where i used the original model did not have this problem.
my best guess is, that this field did not use to exist, and thus was not copied when i copied the original models? my second best guess is that blizzard changed something in the way values are inherited from parent values? (which could potentially be disastrous for mods?)
0
i want to make an ability that carries other units, like workers carry minerals
im using the carry carcass as a template, and i got it to work as far as the unit actually being carried away by the caster
however, instead of the carried unit being stunned and attached to the front of the caster, its constantly spinning around the caster. my guess is it is trying to reach the center point of the caster?
i tried setting an offset in the create persistent effect that creates the apply force effect that does the moving, but to no avail
any ideas? its probably rather straightforward to do if you know how to work with apply force effects, i guess?
this is the ability - it creates a persistant effect
the persistant effect that periodically calls the force effect - note the offset that i put in for testing purposes, but i cannot get it to actually use an offset
this is the force effect
0
too bad :(
0
hhhm, cant get it to work :(
my triggers still work on maps with english starting points, but not on the korean ones
i copy/pasted the korean starting point names out of the map and put them in converter
시작 장소 001
equals
\xec\x8b\x9c\xec\x9e\x91\x20\xec\x9e\xa5\xec\x86\x8c\x20\x30\x30\x31
then i set my point variable to that point and try to create a unit there - doesnt work:
0
@willuwontu: Go
that seems like the best solution, but i cant really get it to work
i just copy what the transcoding text into the string value for find point by name, or is something else needed?
0
hhhm, thats a good backup plan, but wont work on every map
i just checked on iron fortress, and the starting positions are named in korean :(
they still end in "001" tho - can i use wildcards when picking points by name?
because, come to think of it - starting points are the only points on melee maps anyways, so i could just use any defined point and get the starting locations
edit: i cant even copy/paste the korean characters into the point name: field :(
0
hhhm, thats a good backup plan, but wont work on every map
i just checked on iron fortress, and the starting positions are named in korean :(
0
is there a way to get the points/locations of potential starting positions, not the actual ones the players got?
for example, when playing a 1on1 on a 4 player map, is there a way to use the starting locations not used by either player in triggers?
0
id like to disable alternative models (eg for colossus) in my mod, since they dont really fit in with the stylistic design for my factions
i tried to change the model link for the different models themselves, and deleted the actor references to changing textures, but some units, like colossi, still get different skins depending on what skin the player picked as an xp reward
does anyone know how to completely disable that?
0
i just wanted to put this out there, cuz im not sure ppl are aware of this, and out of all the ridiculous SC2 Editor bugs I found while making my project, this one ranks pretty high up.
i have a unit that uses the weapon ID "LiberatorMissileLaunchers" with the damage ID "LiberatorMissileDamage" doing 6 damage
there is no other damage effect linked to it, the effects are very straightforward (launch missile -> damage)
when i test my map, in the editor test map environment, it tells me it does 6 damage.
and now one of my players found out, that when logged onto battle.net, it is actually 6 +2 to light.
i guess some kind of hidden upgrade that is only active on battle.net must affect it in some way. either way, this is ridiculous - am i supposed to test my project in the editor and on b.net separately, because i cant be sure they both behave the same?
just putting this out there so other ppl know
0
@Bilxor: Go
yeah i think i ll end up doing it in pictures
0
@Bilxor: Go
how do i define my own font styles / where do i find the font editor?
its not only alignment tho - as you can see in american version there are no spaces between the
-- so it makes a solid line, while in korean it looks like - - - - -0
the opening screen for my mod heptacraft looks all messed up for korean players:
normal opening screen:
korean opening screen:
i use different styles for these elements - the big one is MultiplayerLoadingPanelMapMode, the smaller ones are PurchasePanelCredits. both look different on the korean version apparently
so i really have to switch to pictures or is there a way to fix this?
0
this annoying shit is supposed to stay till the 28th, so i wanted to remove if for my mod
anyone know how its done? i couldnt find a model for the cake, and the model for carried minerals seems fine, shows up normal in test map as well, just not on b.net