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    posted a message on Proximity to Doodad/Terrain Texture

    I believe 1.5 added a Terrain Texture At Point trigger that you could use.

    Posted in: Data
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    posted a message on <Instructions> How to import data from other maps

    @Bijan641: Go

    Instead of using his method you can just use File -> Save As... and choose Save As Type: Editor Component Lists (.SC2Components). This saves all the map files in a folder instead of in a MPQ file and you can copy paste XML files between maps easily.

    Posted in: Tutorials
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    posted a message on Still wont work.

    I've attached a fixed version of your map.

    To avoid this error again (until the editor is fixed) avoid using negative text offsets in the Map Loading Screen.

    Posted in: Miscellaneous Development
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    posted a message on [solved] Possible mover error?

    It's just for displaying that message. Could be useful for debugging a complicated missile I guess.

    Posted in: Data
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    posted a message on [solved] Possible mover error?

    Check your Actor data, you must have an actor somewhere sending a Take Snapshot message. Remove that.

    Posted in: Data
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    posted a message on Preview trigger effects!

    You can test a lot of these effects by just using cheats after using Test Document.

    For example type into chat:

    makeunit Barracks

    (select the Barracks)

    effect contaminate

    Posted in: Triggers
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    posted a message on Command Card SubMenu's

    Sorry that wasn't clear, if you are overriding the SCV data in a mod you will have to use the index= syntax. I updated my post to include that - definitely works, just tested it.

    Posted in: Data
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    posted a message on Command Card SubMenu's

    Sure you can, just edit the Unit XML. For example here is the SCV with 6 cards.

            <CardLayouts index="0">
                <LayoutButtons Face="Move" Type="AbilCmd" AbilCmd="move,Move" Row="0" Column="0"/>
                <LayoutButtons Face="Stop" Type="AbilCmd" AbilCmd="stop,Stop" Row="0" Column="1"/>
                <LayoutButtons Face="MoveHoldPosition" Type="AbilCmd" AbilCmd="move,HoldPos" Row="0" Column="2"/>
                <LayoutButtons Face="Attack" Type="AbilCmd" AbilCmd="attack,Execute" Row="0" Column="4"/>
                <LayoutButtons Face="MovePatrol" Type="AbilCmd" AbilCmd="move,Patrol" Row="0" Column="3"/>
                <LayoutButtons Face="Repair" Type="AbilCmd" AbilCmd="Repair,Execute" Row="1" Column="0"/>
                <LayoutButtons Face="GatherTerr" Type="AbilCmd" AbilCmd="SCVHarvest,Gather" Row="1" Column="1"/>
                <LayoutButtons Face="ReturnCargo" Type="AbilCmd" AbilCmd="SCVHarvest,Return" Row="1" Column="2"/>
                <LayoutButtons Face="TerranBuild" Type="Submenu" SubmenuCardId="TBl1" Row="2" Column="0"/>
                <LayoutButtons Face="TerranBuildAdvanced" Type="Submenu" SubmenuCardId="TBl2" Row="2" Column="1"/>
                <LayoutButtons Face="TerranBuildAdvanced" Type="Submenu" SubmenuCardId="TBl3" Row="2" Column="2"/>
                <LayoutButtons Face="TerranBuildAdvanced" Type="Submenu" SubmenuCardId="TBl4" Row="2" Column="3"/>
                <LayoutButtons Face="TerranBuildAdvanced" Type="Submenu" SubmenuCardId="TBl5" Row="2" Column="4"/>
                <LayoutButtons Face="Halt" Type="AbilCmd" AbilCmd="TerranBuild,Halt" Row="2" Column="4"/>
            </CardLayouts>
            <CardLayouts index="1" CardId="TBl1">
                <LayoutButtons Face="CommandCenter" Type="AbilCmd" AbilCmd="TerranBuild,Build1" Row="0" Column="0"/>
                <LayoutButtons Face="Refinery" Type="AbilCmd" AbilCmd="TerranBuild,Build3" Row="0" Column="1"/>
                <LayoutButtons Face="SupplyDepot" Type="AbilCmd" AbilCmd="TerranBuild,Build2" Row="0" Column="2"/>
                <LayoutButtons Face="Barracks" Type="AbilCmd" AbilCmd="TerranBuild,Build4" Row="1" Column="0"/>
                <LayoutButtons Face="EngineeringBay" Type="AbilCmd" AbilCmd="TerranBuild,Build5" Row="1" Column="1"/>
                <LayoutButtons Face="Bunker" Type="AbilCmd" AbilCmd="TerranBuild,Build7" Row="2" Column="0"/>
                <LayoutButtons Face="MissileTurret" Type="AbilCmd" AbilCmd="TerranBuild,Build6" Row="2" Column="1"/>
                <LayoutButtons Face="SensorTower" Type="AbilCmd" AbilCmd="TerranBuild,Build9" Row="2" Column="2"/>
                <LayoutButtons Face="Cancel" Type="CancelSubmenu" Row="2" Column="4"/>
            </CardLayouts>
            <CardLayouts index="2" CardId="TBl2">
                <LayoutButtons Face="GhostAcademy" Type="AbilCmd" AbilCmd="TerranBuild,Build10" Row="0" Column="0"/>
                <LayoutButtons Face="Cancel" Type="CancelSubmenu" Row="2" Column="4"/>
            </CardLayouts>
            <CardLayouts CardId="TBl3">
                <LayoutButtons Face="Factory" Type="AbilCmd" AbilCmd="TerranBuild,Build11" Row="1" Column="0"/>
                <LayoutButtons Face="Cancel" Type="CancelSubmenu" Row="2" Column="4"/>
            </CardLayouts>
            <CardLayouts CardId="TBl4">
                <LayoutButtons Face="Armory" Type="AbilCmd" AbilCmd="TerranBuild,Build14" Row="1" Column="1"/>
                <LayoutButtons Face="Cancel" Type="CancelSubmenu" Row="2" Column="4"/>
            </CardLayouts>
            <CardLayouts CardId="TBl5">
                <LayoutButtons Face="Starport" Type="AbilCmd" AbilCmd="TerranBuild,Build12" Row="2" Column="0"/>
                <LayoutButtons Face="FusionCore" Type="AbilCmd" AbilCmd="TerranBuild,Build16" Row="2" Column="1"/>
                <LayoutButtons Face="Cancel" Type="CancelSubmenu" Row="2" Column="4"/>
            </CardLayouts>
    
    Posted in: Data
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    posted a message on Masters Please Help (Solved)

    You need to add a Neutral player to your map since the Force Field create unit effect is set up to create the unit for a Neutral player.

    1. Open Terrain Editor
    2. Open from menu: Map -> Player Properties
    3. Select Player #0 (Neutral).
    4. Change Control dropdown to Neutral.
    Posted in: Data
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    posted a message on [Function] Square Root Approximation

    Best way to compare speeds is the trigger debugging window.

    File -> Preferences -> Test Document -> Show Trigger Debugging Window

    In the Threads tab you can see each trigger's Average Run Time (ms).

    Posted in: Triggers
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    posted a message on Photon Cycles, a luminous lightbikes map

    Wow, I hope this map makes the first page soon. Definitely deserves it.

    Posted in: Project Workplace
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    posted a message on HERO ATTACK version 2.29 has been released

    This map is really awesome and way more fun than anything else on the first page. Grats!

    Posted in: Project Workplace
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    posted a message on Patch 1.3 PTR

    Here is how I fixed my PTR after it was looping and then said "The PTR is not available".

    1. Open your StarCraft II install directory.

    2. Delete the VersionsTest folder.

    3. Delete the Test folder.

    4. Delete StarCraft II Public Test.exe and StarCraft II Editor Public Test.exe.

    5. Run the repair tool (Support/Repair.exe).

    6. Launch NORMAL StarCraft II and let it patch up. If you launch the Public Test first again, you will fubar your install. (This is how you broke it originally)

    7. Finally launch Public Test again and it should work.

    Posted in: General Chat
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