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    posted a message on Destructible Rocks collision ?

    Collision works in the following way:
    If you have just set the Unit_Collide part it will use almost "model"-like collision mask, if you add a footprint you can make a small object blocking a wide area

    In other words:

    • Unit_Footprint = can define a collision mask
    • Unit_Collide = defines layers of collision mask
    Posted in: Miscellaneous Development
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    posted a message on Destructible Rocks collision ?

    Footprints.
    to do "model-near" collision use contoured ones, otherwise stick with simple ones.

    Footprints are defined in UnitData for each unit seperatly and can be created in FootprintData

    Posted in: Miscellaneous Development
  • 0

    posted a message on Not sure where to post this in,

    @zeldarules28: Go

    that's "normal" - as the site code does not break-up names into multiple lines

    Posted in: General Chat
  • 0

    posted a message on Valve releasing DOTA ?

    IceFrog is a producing team leader at valve - so he was able to get the people he need/want in his team to make a standalone dota

    he announced it a year back or so on his blog iirc

    Posted in: General Chat
  • 0

    posted a message on Counting trigger runs?

    File -> Preferences -> Test Dcoument -> Run game in a window -> Show Trigger debugging window

    Posted in: Miscellaneous Development
  • 0

    posted a message on What to change in the Galaxy Editor

    Capability to create folders in point & region module.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on "I bought the game for the editor" crew: check in!

    well the campaign/challenge mode is very good, too :P - but MP (league) is not the greatest part for me ... but that's mostly the case because of 30apm :P

    Posted in: General Chat
  • 0

    posted a message on Publishing Limit
    • 21MB total on one account (current)
    • 5 Projects
    • Max. 10MB Map/Mod

    if i remember those correctly and they haven't changed since beta

    Posted in: General Chat
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    posted a message on CEffectSwitch & Error Messages

    CEffectSwitch is not using the proper (only tested with Custom Errors) Error if it is failing, you have to set a CEffectSet which is "holding" the CEffectSwitch to get the proper message.

    So instead of just

    Field	Define Link Init (Switch)
    Cases +	(IfStuff1|IfStuff2|):(DoStuff1|DoStuff2):(Disabled|Disabled)
    Validators	(IsSomething|CasterHasThis)
    

    you have to add a CEffectSet with that:

    Field	Define Link Init (Set)
    Effects	(Define Link Init (Switch))
    

    to get the proper message from the validators:

    • IsSomething
    • CasterHasThis
    • IsStuff1
    • IsStuff2
    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on Love the new campaign style

    Yeah, brutal is a good advanced mode, and also very challenging but also mind-breaking :P if you cannot do the secondary objectives ^^
    But they can be done by playing on "hard".
    So far I've enjoyed it greatly - especially Lost Viking in the cantina :P

    Posted in: General Chat
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    posted a message on Authentication and Working offline

    Your kids could "play as guest" (right side on login screen) - but this disables MP/Achievments, so they could do Challenges(?), Campaign & vs. AI

    Posted in: General Chat
  • 0

    posted a message on Embed youtube video?

    @Southpaw444: Go

    <<youtube videoid>>
    

    ie.

    http://
    -> 
    <<youtube 08ncpwPAq2o>>
    

    ->

    Embed Removed: https://www.youtube.com/v/08ncpwPAq2o?fs=1

    moved to general chat

    Posted in: General Chat
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    posted a message on Release Usernames.

    Due to the fact the release just happened - doh!
    And many names changed because of .#id, and instead of flooding the old beta usernames thread with new names and making it endless long - a new one would be more comfortable especially for new users.

    So here we go.

    name.#id (Gateway)

    Hati.183 (EU)

    Posted in: General Chat
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    posted a message on SC2 Localizer

    will look into it today.

    • added new locales (but not yet uploaded)

    @Alcoholix: for me it worked fine with r14 oO - but i just tested with a random p17 map (some text)
    if you have an example for it (the map you tried etc i might be able to find the bug)

    anyway just uploaded r15 :)
    newest MPQEditor(32-bit) included & and added the new locales

    Posted in: Third Party Tools
  • 0

    posted a message on SC2 Localizer

    r14 finally fixed the bug which caused it not to work for people.

    Quote from Ladik001:

    Me and xhatix found the problem and I made special build of MPQ Editor for allowing SC2 Localize users to work. Unfortunately, I am in the middle of some changes in MPQ Editor's GUI, namely the behavior of "Open" and "Open With", so I cannot make a full working release version. It will be available as soon as I complete the above mentioned changes.

    Posted in: Third Party Tools
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