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    posted a message on Problems with TD

    Thanks for the report, I will look into this.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Hi from California

    Hi from Paris :)

    Posted in: Off-Topic
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    posted a message on My Introduction

    Welcome :)

    Posted in: Off-Topic
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    posted a message on Problems with TD

    This is really strange. Maybe you are having some modified script in your sc2 folder like custom AI or something.

    Posted in: Miscellaneous Development
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    posted a message on Problems with TD

    You have to use the custom patch.SC2Archive file. Due to a bug in the way SC2 loads XML files in the map, it is not possible to change what a unit is able to produce directly. The only way is to edit the patch file.

    Make sure you have replaced the real patch.SC2Archive by the one in the map folder.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Forum Categorys :)

    We are going to make fewer of them at the beginning and as we grow up, add more. Having all those at start will make a feeling of emptyness.

    Thanks for the list :)

    Posted in: General Chat
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    posted a message on How to load a map

    Hmm, it's working fine for me in the latest version. Have you any modified files / mpq inside your Starcraft II folder?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Galaxy Coding Language

    Galaxy is basically C with few differences:

    • They have fixed the place where you put [] for the array. (int a[10]; in c, int[10] a; in galaxy)
    • There is a string type. No more annoying char*
    • A lot of stuff missing. for loop, dynamic allocation, ...

    If you want more informations, check this out: http://www.sc2mapster.com/api-docs/galaxy-language/

    Posted in: Miscellaneous Development
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    posted a message on MPQ Problems

    A more concrete example:

    In the patch.SC2Data you have the file UnitData.xml containing

    <Cunit id="RandomUnit">
    	<CardLayouts>
    		<LayoutButtons Face="Move" Type="AbilCmd" AbilCmd="move,Move" Row="0" Column="0"/>
    		<LayoutButtons Face="Stop" Type="AbilCmd" AbilCmd="stop,Stop" Row="0" Column="1"/>
    	</CardLayouts>
    </Cunit>
    

    Now in the map itself you have a UnitData.xml containing

    <Cunit id="RandomUnit">
    	<CardLayouts>
    		<!-- Change the layout buttons used-->
    		<LayoutButtons Face="PhotonCannon" Type="AbilCmd" AbilCmd="ProtossBuild,Build8" Row="0" Column="0"/>
    	</CardLayouts>
    </Cunit>
    

    The game will first launch the patch UnitData.xml and then the map UnitData.xml. This is what he is going to load:

    <Cunit id="RandomUnit">
    	<CardLayouts>
    		<LayoutButtons Face="Move" Type="AbilCmd" AbilCmd="move,Move" Row="0" Column="0"/>
    		<LayoutButtons Face="Stop" Type="AbilCmd" AbilCmd="stop,Stop" Row="0" Column="1"/>
    	</CardLayouts>
    	<CardLayouts>
    		<!-- Change the layout buttons used-->
    		<LayoutButtons Face="PhotonCannon" Type="AbilCmd" AbilCmd="ProtossBuild,Build8" Row="0" Column="0"/>
    	</CardLayouts>
    </Cunit>
    

    Notice that there are 2 CardLayout instead of one. The game only uses the first one. All our modifications are not being taken in account.

    To fix this problem a simple solution is to put a blank UnitData.xml inside the patch.mpq. So there will be no more conflicts.

    Posted in: Miscellaneous Development
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    posted a message on create a unit

    It's not possible to spawn a new unit. However you have two possibilities:

    • Add your unit at startup inside the file Objects (xml)
    • You can ask the AI to build a unit using AISetStock
    Posted in: Miscellaneous Development
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    posted a message on How to load a map

    Are you in windowed mode?

    Posted in: Miscellaneous Development
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    posted a message on Saying Hi :)

    Hey!

    At the moment, editing maps is not user friendly at all and reserved to a small community of "hackers". However, this is a great opportunity to play with what is available and prepare the future. The goal with the documentation is to build a comprehensive knowledge database to help people make great maps once the editor is being released.

    As for this website being custom was a necessity. The forum is only a little part. This is the home for all the Curse.com projects including a repository, a ticket system, a wiki, a forum... And much more. We need to have something tailored for this need. ( http://www.curseforge.com/ )

    Thanks for passing by :)

    Posted in: Off-Topic
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    posted a message on SC2 API Documentation

    Thanks it is now fixed :)

    Posted in: General Chat
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    posted a message on Galaxy Scripting

    As there is no type casting, you can't use void*.

    Posted in: Miscellaneous Development
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    posted a message on How to load a map

    The game by itself does not allow you to load a custom map. In order to do it you have to use a 3rd party map loader, edit the mpq files. It's quite painful.

    I've made a Hello World map that you can launch and edit really easily in order to test the galaxy scripting features.

    • Download and extract SC2HelloWorld.rar
    • Edit the MapScript.galaxy file
    • Run the launch.bat
    • Enjoy!

    The trigger debugger window is shown and give you some interesting informations.

    Posted in: Miscellaneous Development
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