I've unchecked the "Locked When Public" check-box for my game attributes but they are still being locked as soon as the game is made public. Has anyone been able to get this feature to work, or is it broken?
Most likely (Player Play from (Players on team Team)) is evaluating to -1 when Play is 2, because the team only has one player? Are you starting the game through a game lobby, or map editor test? If map editor test, I think every computer you put in will have their own team.
Your trigger should work fine EXCEPT that your variable is local, like MaskedImposter said, if you make a global (Cooldown = False <boolean(8)>) variable and then reference that (delete the local Cooldown variable), it should work fine.
The reason your trigger would not work is because every time the mouse event triggers it, it will create a new "Cooldown[8]" variable which for all indexes is set to false. Therefore the condition will always evaluate to true.
What do you mean? An extension mod doesn't have its own map. It can be added to all of the melee maps automatically. I think if you publish it as Private, others can only join if you invite them to your game.
The other kind of mod is a dependent mod. If you use that, it has to be added in every map you want it in, using File>>Dependencies.
Edit: Nvm I thought you meant a dialog item button.
I'm pretty sure data buttons can't have a text value on them except for the hotkey. Are you asking how to make the button's tooltip display the upgrade count?
If you want text on the actual button one way would be to overlay a transparent dialog item on top of the button and put the upgrade count in that.
I tried it though and it still doesn't fix the blur when zoomed in. It seems there is a fixed resolution for the map terrain regardless of tiling frequency.
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Works for me but only in-game (not in editor).
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Hey dude I wanted to try this map again but I can't find it on the arcade...did you rename it or something?
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@Zolden: Go
Yah except that now you're the la... ohHHh
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I've unchecked the "Locked When Public" check-box for my game attributes but they are still being locked as soon as the game is made public. Has anyone been able to get this feature to work, or is it broken?
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You could use "For each Player Play in player group(Players on team Team)" so that you don't loop through any players that don't exist.
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@penguinwars: Go
Most likely (Player Play from (Players on team Team)) is evaluating to -1 when Play is 2, because the team only has one player? Are you starting the game through a game lobby, or map editor test? If map editor test, I think every computer you put in will have their own team.
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@pokenoufl: Go
Your trigger should work fine EXCEPT that your variable is local, like MaskedImposter said, if you make a global (Cooldown = False <boolean(8)>) variable and then reference that (delete the local Cooldown variable), it should work fine.
The reason your trigger would not work is because every time the mouse event triggers it, it will create a new "Cooldown[8]" variable which for all indexes is set to false. Therefore the condition will always evaluate to true.
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If all you want is to choose the spawn location based on team number, why don't you just do something like:
But if you must have dynamic teams, I would just use a player group array.
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@li5445: Go
What do you mean? An extension mod doesn't have its own map. It can be added to all of the melee maps automatically. I think if you publish it as Private, others can only join if you invite them to your game.
The other kind of mod is a dependent mod. If you use that, it has to be added in every map you want it in, using File>>Dependencies.
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@JosinJJ: Go
Yes.
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Just destroy all the units on the map and then set the melee starting conditions again (If you are talking about a melee map).
You will have to disable the victory and defeat melee options so that the game doesn't end.
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Go to the Actors tab and search "SYSTEM_ActorConfig"
In there you can change the "Minimap Render Prioirty List" (It has a typo lol)
The default values are: (Doodad|Resource|ObjectGroup|Normal|Hero|Beacon)
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??
File >> New >> Extension Mod ??
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Edit: Nvm I thought you meant a dialog item button.
I'm pretty sure data buttons can't have a text value on them except for the hotkey. Are you asking how to make the button's tooltip display the upgrade count?
If you want text on the actual button one way would be to overlay a transparent dialog item on top of the button and put the upgrade count in that.
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@MasterWrath: Go
Unfortunately that has no effect, but you can do it with a console command.
http://www.sc2mapster.com/forums/development/data/45995-terrain-tiling-frequency/
I tried it though and it still doesn't fix the blur when zoomed in. It seems there is a fixed resolution for the map terrain regardless of tiling frequency.