Thanks for all your help, I already wrote a quick script to clean up that file. (Of course I can re-link the GAx3 on Battle.net, this is more for educational purposes.)
input_filename = 'GAx3.Galaxy'
output_filename = 'GAx3_formatted.Galaxy'
TAB = '\t'
indent_level = 0
line_buffer = ''
with open(input_filename, 'r') as fin:
with open(output_filename, 'w') as fout:
for line in fin:
for c in line:
if line_buffer == '':
if c.strip() == '':
continue
else:
line_buffer += TAB*indent_level
if c == ';':
line_buffer += c
fout.write(line_buffer + '\n')
line_buffer = ''
elif c == '{':
line_buffer += c
fout.write(line_buffer + '\n')
line_buffer = ''
indent_level += 1
elif c == '}':
indent_level -= 1
line_buffer = line_buffer[:-len(TAB)]
line_buffer += c
fout.write(line_buffer + '\n')
if indent_level == 0:
fout.write('\n')
line_buffer = ''
elif c == ',':
line_buffer += c + ' '
else:
line_buffer += c
if line_buffer.strip():
fout.write(line_buffer + '\n')
line_buffer = ''
Oh dear me, I thought I had checked both files... Aieee
Ahah! Now I see the issue. I really hoped I wasn't that stupid... The first line of that file is hiding almost all the function definitions. At least on my system (Windows 10, Notepad++), line 1 is 18K+ characteres long. I scrolled right past all the important code.
Oh wow! Thanks Talv. I tried various options on that pulldown menu and couldn't find it, but I didn't try "Map/Mod Name" for some reason.
If that's really the library source, is it being obfuscated in a sneaky way? I read through that file pretty carefully before, it looks something like this for me:
Some years ago I published a map to Battle.net using the GAx3 dependency. Now that dependency is no longer available. However, some game patches have caused bugs in my map, which I would like to fix.
This means I need to re-create all the functionality that I was using from GAx3 for myself. I was wondering if anyone knows how I can obtain the galaxy code for the functions defined in GAx3, perhaps by extracting something from the GAx3.SC2Mod file, which I was able to find on this site and open with Ladik's MPQ editor. I looked around for the code there, but it seems it may be saved in an XML format instead, or somewhere else. I'm not exactly sure where it is. If anyone could point me in the right direction, that would be great.
Is the file named "Triggers" (no extension) just an XML encoding of the source code? Perhaps I should attempt to decode that and then I would be able to recreate the functions I need.
Edit: I've looked a bit more into the Triggers XML file, I think it's just declaring all the functions and parameters, but not defining them. So where is the source code?
Halp I'm going crazy... I can't use a library I'm trying to import because I can't even see or set the ID. The "use shared ID" is unclickable, as are the text boxes to type in an ID.
Such a simple question and still no answer... I wish I knew how to help you out on this one but I don't even know if it's possible. Good luck, I hope you figure it out.
Does anyone know how to make this work? The base image is working but the hover image doesn't do anything. (It just looks normal once I mouse over it)
Another question while I'm on the topic of pulldowns... Is there a way to set the selected item for a pulldown without firing the Dialog Item Selection Changed event?
Any approach to solving this problem is fine - data driven, trigger driven, or a combination of the two.
I would like to make a unit's model rotate constantly, while still allowing the unit to be issued move commands and reacting appropriately. The rotation should not disrupt the normal movement in anyway, nor vice versa.
The current issue I'm having is that I'm able to execute the launch missile effect via a trigger action, but I'm not sure how to set the target, so the missile is not moving anywhere.
This sounds perfect - exactly what I was trying to do, I just wasn't sure how to make the unit a missile instead of a unit. I will give it a shot. One trajectory is enough, I don't need to redirect it mid flight.
Follow-up question: how do I create this effect via a trigger action and set the target point to anywhere I like (e.g. a randomly generated point in a region).
Perhaps I can make it a little easier by explaining in more detail what I want to achieve.
I will be creating a unit controlled by a computer player via triggers. Upon creation, I will make the unit immediately start flying in some direction in a wavy path. While flying, I need some way to test if it collides with units owned by the user players. Once it enters a certain region, I need this wavy flying unit to be destroyed.
0
Thanks for all your help, I already wrote a quick script to clean up that file. (Of course I can re-link the GAx3 on Battle.net, this is more for educational purposes.)
0
Oh dear me, I thought I had checked both files... Aieee
Ahah! Now I see the issue. I really hoped I wasn't that stupid... The first line of that file is hiding almost all the function definitions. At least on my system (Windows 10, Notepad++), line 1 is 18K+ characteres long. I scrolled right past all the important code.
0
Oh wow! Thanks Talv. I tried various options on that pulldown menu and couldn't find it, but I didn't try "Map/Mod Name" for some reason.
If that's really the library source, is it being obfuscated in a sneaky way? I read through that file pretty carefully before, it looks something like this for me:
It really doesn't seem to be doing much, but I could have missed something.
0
Hello,
Some years ago I published a map to Battle.net using the GAx3 dependency. Now that dependency is no longer available. However, some game patches have caused bugs in my map, which I would like to fix.
This means I need to re-create all the functionality that I was using from GAx3 for myself. I was wondering if anyone knows how I can obtain the galaxy code for the functions defined in GAx3, perhaps by extracting something from the GAx3.SC2Mod file, which I was able to find on this site and open with Ladik's MPQ editor. I looked around for the code there, but it seems it may be saved in an XML format instead, or somewhere else. I'm not exactly sure where it is. If anyone could point me in the right direction, that would be great.
Is the file named "Triggers" (no extension) just an XML encoding of the source code? Perhaps I should attempt to decode that and then I would be able to recreate the functions I need.
Edit: I've looked a bit more into the Triggers XML file, I think it's just declaring all the functions and parameters, but not defining them. So where is the source code?
0
@FunkyUserName: Go
Awesome, thanks!
0
Still looking for an answer......
Also can whoever deleted my other post and moved this to the wrong section kindly fuck off?
0
Like so many others of my questions on here, this one seems doomed to go unanswered.
Perhaps a year later someone knows...?
0
Lol wow you're right... I thought it was blocked from being checked but the keyboard worked, it just seems to be blocking mouse input.
THAT'S SO WEIRD!
Unfortunately I already rewrote the library functions that I needed myself instead, but thanks for the reply.
0
Halp I'm going crazy... I can't use a library I'm trying to import because I can't even see or set the ID. The "use shared ID" is unclickable, as are the text boxes to type in an ID.
0
@kenva24rus: Go
Such a simple question and still no answer... I wish I knew how to help you out on this one but I don't even know if it's possible. Good luck, I hope you figure it out.
0
Does anyone know how to make this work? The base image is working but the hover image doesn't do anything. (It just looks normal once I mouse over it)
Another question while I'm on the topic of pulldowns... Is there a way to set the selected item for a pulldown without firing the Dialog Item Selection Changed event?
0
Any approach to solving this problem is fine - data driven, trigger driven, or a combination of the two.
I would like to make a unit's model rotate constantly, while still allowing the unit to be issued move commands and reacting appropriately. The rotation should not disrupt the normal movement in anyway, nor vice versa.
0
@Photoloss: Go
Thank you for your continued help.
The current issue I'm having is that I'm able to execute the launch missile effect via a trigger action, but I'm not sure how to set the target, so the missile is not moving anywhere.
Launch Wavy Drone is a Launch Missile effect using a "Fly Wavy" mover that I created.
0
@Photoloss: Go
This sounds perfect - exactly what I was trying to do, I just wasn't sure how to make the unit a missile instead of a unit. I will give it a shot. One trajectory is enough, I don't need to redirect it mid flight.
Follow-up question: how do I create this effect via a trigger action and set the target point to anywhere I like (e.g. a randomly generated point in a region).
0
Perhaps I can make it a little easier by explaining in more detail what I want to achieve.
I will be creating a unit controlled by a computer player via triggers. Upon creation, I will make the unit immediately start flying in some direction in a wavy path. While flying, I need some way to test if it collides with units owned by the user players. Once it enters a certain region, I need this wavy flying unit to be destroyed.