The old version is in markdown and that's because markdown is the only language that allows plain html in the language. Without markdown, there would be virtually no way to use the tree system that vjeux set up.
Personally, I think the tree layout is brilliant. It's just the content that needs fixing.
It's most likely intentional. Just about every tile-based map system in every game has this. An area around the map that isn't actually playable. My reasoning is that objects so close to the edge are hard to interact with. The camera has to be just right to even select them - otherwise the UI gets in the way.
In my experience that manager doesn't do jack. I ran it on a map I have whose original source was enGB and it just erased all of the texts that had an issue. Not only that, but it also deleted the labels of the triggers. Luckily I backed it up when I did the conversion so no lasting damage was done.
I don't see any way around going in and redoing all the text by hand.
Reviving units is incredibly difficult using just triggers especially if there are stats you want carried over. If you wanted respawning rather than reviving on the other hand, that is pretty simple.
Think about it like this: two grand master ninjas are fighting over a final slice of pizza, but then in the middle of their epic duel with kicks, jumps, and shuriken throwning, one ninja says, "Actually, I'm not hungry anymore."
0
Are there no more updates? Gonna withhold information to raise anticipation? You evil person. ;)
0
Theme: Nerdgasm
(LOTR, Star Fill-In-The-Blank, Harry Potter, DC/Marvel, etc.)
0
@monoid: Go
Pics/Vid?
0
@avogatro: Go
The old version is in markdown and that's because markdown is the only language that allows plain html in the language. Without markdown, there would be virtually no way to use the tree system that vjeux set up.
Personally, I think the tree layout is brilliant. It's just the content that needs fixing.
0
@Alphadrant: Go
It's most likely intentional. Just about every tile-based map system in every game has this. An area around the map that isn't actually playable. My reasoning is that objects so close to the edge are hard to interact with. The camera has to be just right to even select them - otherwise the UI gets in the way.
0
Ok, current version is good, barring any crap from battle.net or blizzard.
0
@PsychoMC: Go
In my experience that manager doesn't do jack. I ran it on a map I have whose original source was enGB and it just erased all of the texts that had an issue. Not only that, but it also deleted the labels of the triggers. Luckily I backed it up when I did the conversion so no lasting damage was done.
I don't see any way around going in and redoing all the text by hand.
0
@Belymar: Go
Reviving units is incredibly difficult using just triggers especially if there are stats you want carried over. If you wanted respawning rather than reviving on the other hand, that is pretty simple.
Simple respawning when a unit dies:
Unless of course I'm not fully understanding what your trigger does.
0
@Cowdog13: Go
Just pseudocode, but I think this is pretty close to the actual code.
0
@Reaper872: Go
I see lag being a possible issue with this many doodads. How big/long is the wall going to be?
0
I can't find a quick way to resolve this, so looks like the best option would be for me to redo all the texts.
This is a pretty big design flaw on blizzard's part though. There has to be a simple way.
0
I love this analogy.
0
@zeldarules28:
Centipede.
0
Does anyone know where I can find it? I'm having trouble localizing a map from GB, but it still is giving me Param/values everywhere.
Edit: Never mind. I found it. Didn't work, either.
0
@Gorandor: Go
I got ahold of him, and he says he's going to be away for the weekend.