They made CUnit.CardLayouts.LayoutButtons.SubmenuIsSticky flag into data edit GUI, we can finnally make submeu stick without manully change the UnitData.xml. (While this flag exist in previous builds, we can't modfiy it with GUI)
The first one is to define the replacement, it replace the idA entry to idB, and the second one is to get the defined replacement.
The LinkReplace isn't really replace the idA's fields, its more like a alias. when the game trying to create new "idA" instance, it will create idB instead, if possible.
Note: most data entries like Abilities and Behaviors are preloaded by the game, not load when they create, so this function can't effect many Catalog type. But it atleast effect the Unit catalog type(Not sure if it ever effect any other Catalog type, needs more tests).
Why can't we display an image to just one player? :)
In fact, the screen image action is a custom funcion in Libety Mod. Its not a natvie funcion, its actully use dialog and image control to show images and hide the dialog background. You can do it youself, and dialog can be showed to one player so you can make only one player see it.
Note <IncludeArray/> is need! This will make Caster pass the enum filter. Else you will get 0 units, since <SearchFilters value="-;Player,Ally,Neutral,Enemy"/> excluded everything.
<IncludeArray/> equ to <IncludeArray Value="Caster" />
Wow, mybe I should post it to the Data forum, Im not sure.
Note the CValidatorLocationEnumArea will return false when find 0 unit, so check if the enum result count is 0 will alaways returns false. So you need to atleast make it return 1 result. In this map, I use a addional area to do this.
There are 2 validator in this map "Caster Behind Target" & "Caster In front of Target". I did them by data editor.
The key point is: use CValidatorLocationEnumArea to enum front area of Target, see if there is a Caster.
In this example map, you can snipe target when you behind it. And if you infront of the target, there will be a error message "Must behind the target."
Hey sc2mapsters, as the title says i can't get the behavior attribute to work though triggers, so what i have done so far is to create 6 attributes and adds them to my unit/hero under "Behavior - Behavior +" and i have checked of Heroic under "Unit - Attributes" and also checked off Hero under "Unit - Flags"
i have tryed both trigger
Add Behavior
Add Behavior (player)
but none of them seems to work.
anybody know a solutions
Since you have already added them to hero, why should you add them with triggers again?
If you truly want to modify the attribute point, you will need a buff behavior to modify it.
I dont really know if its because of the patch but I am making Hero with level and I checked a lot of tutorial and daownload test file but its not working. My veterancy won't work! I checked these tutorials before the patch and its was working! Well when I kill unit, I don't get exp.
- Attribute and Veterancy behaviors now normalize vitals when new levels are applied. - Fixed an issue with Veterancy experience share filters. - Attributes and values can now be hidden in the game lobby and can be configured through Game Variants. - Font Style Files can now be added to Mods and Maps using the FontStyleFileArray field in GameUIData. Existing styles can have their individual attributes overridden or entirely new styles can be added.
Q. (Eternal) - How will patches effect the custom maps already developed? Will it change within the dependencies? Will it override the unit if it has already been altered? Will it override a unit if it has been unaltered? More importantly, will it at all jack up our map?
A. Balance changes will only affect LibertyMulti, but bug fixes in a patch may change Liberty data. So generally custom maps will not be affected by patches unless you have LibertyMulti as a dependency.
When you override/extend data from a dependency, the map only stores the difference between the map data and the dependency data. The fields that are most vulnerable to being broken by a dependency change are array fields that only have specific indexes overriden. We've worked a lot to ensure that custom maps won't be broken by patches and will try to improve this in the future.
^this won't resolve all issue caused by the patch, but could minimize the changes.
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They made CUnit.CardLayouts.LayoutButtons.SubmenuIsSticky flag into data edit GUI, we can finnally make submeu stick without manully change the UnitData.xml. (While this flag exist in previous builds, we can't modfiy it with GUI)
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The first one is to define the replacement, it replace the idA entry to idB, and the second one is to get the defined replacement.
The LinkReplace isn't really replace the idA's fields, its more like a alias. when the game trying to create new "idA" instance, it will create idB instead, if possible.
Note: most data entries like Abilities and Behaviors are preloaded by the game, not load when they create, so this function can't effect many Catalog type. But it atleast effect the Unit catalog type(Not sure if it ever effect any other Catalog type, needs more tests).
This will create a SCV instead of a Marine, and any new Marine trained, created, morphed after this funcion will become SCV either
note2: the Marines create before this funcions won't become SCV.
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In fact, the screen image action is a custom funcion in Libety Mod. Its not a natvie funcion, its actully use dialog and image control to show images and hide the dialog background. You can do it youself, and dialog can be showed to one player so you can make only one player see it.
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Since CValidatorLocationEnumArea could only enum Units, you need to create a dummy unit in the point where grenade explode then use this.
And you need to modify IncludeArray to the created unit.
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Raw XML:
Note <IncludeArray/> is need! This will make Caster pass the enum filter. Else you will get 0 units, since <SearchFilters value="-;Player,Ally,Neutral,Enemy"/> excluded everything.
<IncludeArray/> equ to <IncludeArray Value="Caster" />
0
Wow, mybe I should post it to the Data forum, Im not sure.
Note the CValidatorLocationEnumArea will return false when find 0 unit, so check if the enum result count is 0 will alaways returns false. So you need to atleast make it return 1 result. In this map, I use a addional area to do this.
0
There are 2 validator in this map "Caster Behind Target" & "Caster In front of Target". I did them by data editor.
The key point is: use CValidatorLocationEnumArea to enum front area of Target, see if there is a Caster.
In this example map, you can snipe target when you behind it. And if you infront of the target, there will be a error message "Must behind the target."
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Since you have already added them to hero, why should you add them with triggers again?
If you truly want to modify the attribute point, you will need a buff behavior to modify it.
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Just use this.
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look around here
http://forums.sc2mapster.com/general/general-chat/15565-if-your-hero-lost-ability-to-gain-xp-in-1-2-0-ptr-you/
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Some of you should check out this: http://us.battle.net/sc2/en/forum/topic/627976600
Q. (Eternal) - How will patches effect the custom maps already developed? Will it change within the dependencies? Will it override the unit if it has already been altered? Will it override a unit if it has been unaltered? More importantly, will it at all jack up our map?
A. Balance changes will only affect LibertyMulti, but bug fixes in a patch may change Liberty data. So generally custom maps will not be affected by patches unless you have LibertyMulti as a dependency.
When you override/extend data from a dependency, the map only stores the difference between the map data and the dependency data. The fields that are most vulnerable to being broken by a dependency change are array fields that only have specific indexes overriden. We've worked a lot to ensure that custom maps won't be broken by patches and will try to improve this in the future.
^this won't resolve all issue caused by the patch, but could minimize the changes.
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It keeps the same issue in PTR that hero can't gain EXP when "Melee - Set default melee options for all players" is used.
http://forums.sc2mapster.com/general/general-chat/15565-if-your-hero-lost-ability-to-gain-xp-in-1-2-0-ptr-you/
I made a feedbak post in ptr forum when ptr p1, but it seems blizzard didn't noticed it.
http://us.battle.net/sc2/en/forum/topic/1220073287
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combine other triggers to do the same job.
or
wait for blizzard to fix it.
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http://forums.sc2mapster.com/general/general-chat/15565-if-your-hero-lost-ability-to-gain-xp-in-1-2-0-ptr-you/
I made a post about how to fix it when 1.2.0 PTR.
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OK~just bump this, for some 1.2.0 retail user :)