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    posted a message on Pretend you just deleted a Blizzard unit...
    Cut paste between windows :D I lost a lot of hair in the last hour.
    Posted in: Miscellaneous Development
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    posted a message on What Music do you guys all like =P
    Can't put 'The Music' away atm, all three albums are excellent.
    Posted in: Off-Topic
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    posted a message on Pretend you just deleted a Blizzard unit...

    Thanks to mousewheel activity being interpretted for the last form object you clicked on (rather than the fucking object your cursor is over) and the distgusting amout of time it takes for the editor to render certain forms, eg. actors/events, I have deleted chunks of default, Blizzard data.

    The level of development on my map is quite advanced, lotsa hours sunk into it.

    What are my options in terms of getting that data back OR exporting my terrain + triggers to other maps?

    Many thanks.

    (Sadly I do not have a previous version of the map saved prior to the accident)

    Posted in: Miscellaneous Development
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    posted a message on Actor vs. Unit
    Thanks Soul! Tokens! The fucking quasi-visible tokens with the "unitName" field is the penny-drop key I've needed to the whole mess my data was in. I do NOT like the 'Duplicate Object' wizard at all. This tutorial helped a lot, too: http://forums.sc2mapster.com/resources/tutorials/5096-data-creating-new-units-easy/#posts The sense of BlackMagic:Logic is starting to tip the right way ;) I will do my best to follow your footsteps regarding actors/behaviours, too.
    Posted in: Miscellaneous Development
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    posted a message on Actor vs. Unit
    This is also the kind of thing I need to fully understand. Can someone please verify if these statements are correct? I'm having a nightmare getting my custom units to have models rendered on screen: 1) Units do not define what is rendered on screen to represent themselves, this is defined by an actor to which it is linked. 2) Actors (1) -> (Many) Units. If these are correct, then which fields for which objects define the links? So far I have been unable to deduce this from looking at Blizzard's default stuff (to a satisfactory degree anyway). My default approach for actors - a sad necessity atm - is to duplicate them all when I duplicate a basic unit from which I define my custom unit. The problem with this is that I end up with masses of actors with nonsensical names that can even crash Starcraft if there's too many (or some other issue emerges), as per the post I just wrote in the post-1.1 patch thread. I am greatly appreciative of any help folks can give me in this area.
    Posted in: Miscellaneous Development
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    posted a message on [Info] Patch 1.1 Undocumented Editor Changes

    I have just stumbled upon a repeatable crash (though I doubt it's specifically since 1.1)

    When one of my unfinished maps is launched, Starcraft dies completely right at the end of the loading screen progress bar.

    I undid the recent changes to my map and it worked fine again. I re-applied them, and it crashed in the same way as before.

    The changes were:

    Four object duplications of a duplicate of the Melee dependancy Marine which also duplicated all actors in all cases (as I understood that this was a required step or you get the default actor).

    I looked through the duplicates for oddities and found HUNDREDS of actors, all with hugely over-elaborate names such as 'marine attack copy copy 2 copy 3 copy copy'

    I fixed the issue by deleting the actor spam (although now I need to learn how to connect my duplicates up to some happy/stable actors).

    Anyone else seen this?

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Game-Link so often NOT linkable/browsable

    Thanks LinkD. Not quite was I was after but I manged to fix my issue a few hours back.

    The crux is that while sort-of knowing which accessors and mutators I wanted in principle for something, my hurdle list went as follows in the following order:

    1) Not knowing which event/action/etc mapped best to my code-thoughts 2) Finding a match but discovering its parameters or references weren't of the type expected or required 3) Not finding the function to do the conversion 4) Eventually finding the function... in a place which didn't suit my mental approach

    [eg, "unit type of unit" is only callable from the left hand side of a comparator but my mental approach was to do THAT side of things on the right hand side where it wasn't available]

    What I've taken from all this is 'spam-search every goddamn parameter/reference/clicky thing' to get a feel for how the each event/function/etc interoperates.

    I think more concise words to this effect are probably penny-dropping stuff for most new-comers to the editor who are still unfamiliar with calling the keystone accessors and mutators and aren't thinking about it in the way Blizzard has.

    Erm. I hope what I just wrote makes sense.

    Posted in: Triggers
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    posted a message on Game-Link so often NOT linkable/browsable

    Ugh, ambiguity of Blizzard's phraseology. I like the insight though, I'll assume a few things about what i see written from now on. Thanks.

    *

    Actually, I don't think you're correct, Soul, if you're implying what I thought you were. There's only ONE trigger in Blizzard's library refering to units which are created.

    Please can you elaborate what you mean?

    Posted in: Triggers
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    posted a message on Game-Link so often NOT linkable/browsable

    Sorry, have just thought, is this more of a paradigm thing? Should I be using the Conditions stuff to check for the thing I'm after rather than being prescriptive in the event?

    Posted in: Triggers
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    posted a message on Game-Link so often NOT linkable/browsable

    I'd just like to say hello to you all before I request your well-earned wisdom. Good site/group.

    SO, to my problem. I'm code-happy but I'm cripplingly inexperienced with the editor.

    When I attempt to translate my logic into triggers that SEEM to allow definitions using the given types I expect, I get punched in the face. The most recent example (that lead to my registration here) is with:

    Event > "Unit Is Created" which appears as follows when registered by a trigger, "[Any Unit] creates a unit with ability [Any] or behaviour [Any]."

    When I attempt to look up the relevent ability I get the usual dialogue box with type "Game Link", link type "Ability" and source set to "Preset". If I click the entry found, described simply as "Any" and listed as "Any Game Link" under the "Preset" field, nothing happens.

    In other situations, I have no problem.

    Is there some sort of process I need to go through to formally 'link' different data from different modules? Do I have to do some explicit typing?

    Posted in: Triggers
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