- Joined
- Jun 27, 2010
- Messages
- 4,208
New bug: when I clicked on battle.net it displayed the dialog for connecting, but then i deciced to close it. I clicked Cancel and the game stopped responding. Windows 10 x64
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How do you have a five options to chose in resolution? I have maximum resolution only 1024x768.For the resolution again:
As yo ucan see the game does not fit my screen, which is 1366x768. This does not look normal to me.
Ooh I will try it. Thanks.remove the tick from fixed aspect ratio, which is under the dropdown menu.
SetUnitMaxHP SetUnitMaxMana: The current hp/mana is not updated respectively to the new max hp or mana. It supposed to work like items (Khadgars Gem of Health or Pendant of mana).For example unit with hp 250/500 after calling SetUnitMaxHP(u, 1000) should have hp: 500/1000 but it has 250/1000. The same with negative values.call SetUnitMaxMana(udg_tempU, GetUnitMaxMana(udg_tempU) - 100) by typing message in game.AboutSetUnitMaxHP SetUnitMaxMana: The current hp/mana is not updated respectively to the new max hp or mana. It supposed to work like items (Khadgars Gem of Health or Pendant of mana).For example unit with hp 250/500 after calling SetUnitMaxHP(u, 1000) should have hp: 500/1000 but it has 250/1000. The same with negative values.
Applying negative max mana does not stop on zero. Max mana can drop to negative values.
..UI is not updated when mana drops to negative (until re-selection). After that, increasing max mana to value>0 also won't update UI (until re-selection).
//for % current life staying the same after adding Life Modifiers, just use this:
globals
real array LifePerc
real array ManaPerc
endglobals
function SaveStatus takes unit u, index i returns nothing
set LifePerc[i]= LifePercent(u)
set ManaPerc[i]= ManaPercent(u)
endfunction
function LoadStatus takes unit u, index i returns nothing
call SetLifePercent(u,LifePerc[i])
call SetManaPercent(u,ManaPerc[i])
endfunction
function AddMaxHP takes index i, real r returns nothing
call SaveStatus(Unitindexer[i],i)
call SetUnitMaxHP(Unitindexer[i],GetMaxHP(Unitindexer[i])+r)
call LoadStatus(Unitindexer[i],i)
endfunction
Omg yeah, same with German locale.Other little thing that isnt nessesarily 1.29's issue but was issue for quite a while.......specificly hotkeys and binds that vary from various localazation to another.....its especially annoying when i play maps that use qwerty line for all spells or use R which is occupied for Move in polish version of the game. Seeing some hot key or controls menu with option to force English version binds would be nice not in 1.29 because you have enough work already xd but maybe for 1.29.1 :v
1.) native SetEventDamage takes real r returns nothing
[s]
float dmgInternal;
float dmgActual;
1. native SetEventDamage
// Upon further testing, I found out that Setting damage does not work.. it defaults to 0.
void SetEventDamage(real r) {
if !(dmgInternal == 0f) {
dmgActual = 0f;
}
else {
// Don't know what to put here.
}
}
[/s]
// SetEventDamage working as intended. Wrapper function always wrote 0 instead of the requested real).
[s]
1.) native SetEventDamage(real r)
set dmgInternal = r
[/s]
[s]
1.)
float dmgInternal;
float dmgActual;
void SetEventDamage(real r) {
dmgActual = r
}
[/s]
Some natives like UnitHideAbility + UnitShowAbility work strange, because if we used UnitHideAbility (for example) twice, we should use UnitShowAbility twice. These functions have their counters and it's a bad thing, which should be fixed to my mind.
Am I the only one here who see Light Blue (10) and Teal (3) having the exact same color ?
Natives
I think that kind of behavior is already intended, and would make sense in the game. Suppose you were silenced twice from two sources. When you call UnitUnsilence or something, it should not immediately reset the silence counter. Think of silences as stacking.
native GetUnitHideAbilityCounter takes unit whichUnit, integer abilityId returns integer
native SetUntHideAbilityCounter takes unit whichUnit, integer abilityId returns nothing
function DespellUnit takes unit whichUnit, integer abilityId returns nothing
local integer counter = GetUnitHideAbilityCounter(whichUnit,abilityId)
local integer i = 0
loop
exitwhen i >= counter
call UnitShowAbility(whichUnit,abilityId)
i = i + 1
endloop
endfunction
// It's easier to have function like this...
native UnitShowAbilityImmediately takes unit whichUnit, integer abilityId returns nothing
View attachment 292887
after every time i exit game after testing map, 1 error appears
If you don't mind, can you send me the map? If not could you at least send me all of the BLP files inside the map?
Stacking is a good thing, but we also need some functions for despell. Thats why we should know values of the functions' counters. For example:
One function (UnitHideAbility) should increase counter, but another one (UnitShowAbility) should decrease it. But this system of stacking is labour-intensive, because functions like this will be needed.JASS:native GetUnitHideAbilityCounter takes unit whichUnit, integer abilityId returns integer
JASS:native SetUntHideAbilityCounter takes unit whichUnit, integer abilityId returns nothing
No. We are writing for fun.I haev a question, will Blizzard devs see this list and will they releaase a new version of 1.29 with these things fixed?
Not helpful... No one can help you with errors in a version of the map not designed to be loaded in WorldEdit.Link to the map (protected and working):
Was the map made using some kind of third party extended GUI? For example WEU or JNGP with UMSWE enabled?Here are the errors I get for reference.
JNGP and UMSWE is enabled. I'm currently removing triggers to narrow it down. I also only included the link for reference in case anyone was curious about the actual map (Which you have actually helped me with before and is the one of the 2-3 other people who has ever received the map unprotected). As much as it would be nice moving back to the normal editor for the 24 player function its not a necessity to get it figured out right away. If I do find what function is causing it I'll report it here.Not helpful... No one can help you with errors in a version of the map not designed to be loaded in WorldEdit.
Was the map made using some kind of third party extended GUI? For example WEU or JNGP with UMSWE enabled?
LM Conf

Events


Time - Elapsed game time is 0.00 seconds

Conditions

Actions


Set SFX_Path = units\undead\Abomination\Abomination.mdl


Set SFX_Destruction = Abilities\Spells\Demon\DarkPortal\DarkPortalTarget.mdl


Set Speed = 10.00


Set timeout = 0.01


Trigger - Add to LM Loop <gen> the event (Time - Every timeout seconds of game time)
LM Effect

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to Launch Missile

Actions


Trigger - Turn on LM Loop <gen>


Set Caster = (Triggering unit)


Set point[0] = (Position of Caster)


Set point[1] = (Target point of ability being cast)


Set Distance = 5000.00


Set Angle = (Angle from point[0] to point[1])


Special Effect - Create a special effect at point[0] using SFX_Path


Set Missile = (Last created special effect)


Special Effect - Set Roll of Missile to: (Radians(Angle))


Special Effect - Set Scale of Missile to 0.85


Special Effect - Set Height of Missile to: 60.00


Custom script: call RemoveLocation(udg_point[0])


Custom script: call RemoveLocation(udg_point[1])
LM Loop

Events

Conditions

Actions


Set point[0] = (Point((Position - X of Missile), (Position - Y of Missile)))


Set Distance = (Distance - Speed)


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




Distance Greater than 0.00



Then - Actions




Set point[1] = (point[0] offset by Speed towards Angle degrees)




Special Effect - Set Position of Missile to point[1]




Custom script: call RemoveLocation(udg_point[1])



Else - Actions




Trigger - Turn off LM Loop <gen>




Special Effect - Destroy Missile




Special Effect - Create a special effect at point[0] using SFX_Destruction




Special Effect - Destroy (Last created special effect)


Custom script: call RemoveLocation(udg_point[0])
Bridges are destructables and not doodads.^ This is already true for doodads in the current live version. (May already be true for special effects as well?) Super obvious during cinematics when your camera pans away from a bridge and then the bridge disappears as soon as its center is offscreen.
The actual solution would be to add a native "forcelegacyaspectratio" which takes a boolean. When true it forces black bars for non 4:3 aspect ratio clients. When false it returns back to the current wide screen behaviour. This is not intended for modders to use in general but rather just as a fix for WC3 campaign cinematics which require 4:3 display area to appear correct such as the Arthas Vs Illidan fight.I expected the Arthas vs Illidan cinematic model to be broken with the new widescreen mode, and yes, it's pretty broken in certain moments.
The actual solution would be to add a native "forcelegacyaspectratio" which takes a boolean. When true it forces black bars for non 4:3 aspect ratio clients. When false it returns back to the current wide screen behaviour. This is not intended for modders to use in general but rather just as a fix for WC3 campaign cinematics which require 4:3 display area to appear correct such as the Arthas Vs Illidan fight.
The actual solution would be to add a native "forcelegacyaspectratio" which takes a boolean. When true it forces black bars for non 4:3 aspect ratio clients. When false it returns back to the current wide screen behaviour. This is not intended for modders to use in general but rather just as a fix for WC3 campaign cinematics which require 4:3 display area to appear correct such as the Arthas Vs Illidan fight.
Sure it is ugly, but much less ugly than showing unintended garbage to the sides.Well, that would leave the image letterboxed and with black bars (considering the model simulates a 16:9 ratio or something close to it) which is plain ugly.
This makes no sense. Please provide a JASS example to prove the problem.Setting the cooldown value to a flat number (for example 2, 3, 5, etc) works fine.
with the code he provided, it should work. My old Memory CDR functions were done in a pretty similar fashion.It's probable you messed up your arithmetic (the GUI dialog boxes are hella annoying to work with) and ended up with a <= 0 value.
JASS isn't python or something where you can implicitly change an int to a real.
How come?This makes no sense.
Please provide a JASS example to prove the problem.
Can you confirm by simplying put 2 + 2?However, it goes to 0.
If I don't use an arithmetic calculation, but set the cooldown value to a number, like 2 for example it works fine:
native GetUnitAbilityCooldown takes unit whichUnit, integer abilId, integer level returns real
native SetUnitAbilityCooldown takes unit whichUnit, integer abilId, integer level, real cooldown returns nothing
native GetAbilityCooldown takes integer abilId, integer level returns real
unit data type. However, it affects the ability for all units;item data type, but it affects all of them, as if it were asking for an item type.native GetAbilityManaCost takes integer abilId, integer level returns integer
native GetUnitAbilityManaCost takes unit whichUnit, integer abilId, integer level returns integer
Pickup

Events


Unit - A unit Acquires an item

Conditions

Actions


Cinematic - Clear the screen of text messages for (All players)


Unit - For Unit (Triggering unit), Set cooldown of ability Holy Light, Level: 1 to 3.00


Game - Display to (All players) the text: (Game - Ability Cooldown: + (String((Cooldown of Holy Light, Level: 1))))


Game - Display to (All players) the text: (Unit - Ability Cooldown: + (String((Ability Cooldown of (Triggering unit) for ability Holy Light, Level: 1))))
Drop

Events


Unit - A unit Loses an item

Conditions

Actions


Cinematic - Clear the screen of text messages for (All players)


Unit - For Unit (Triggering unit), Set cooldown of ability Holy Light, Level: 1 to (Cooldown of Holy Light, Level: 1)


Game - Display to (All players) the text: (Game - Ability Cooldown: + (String((Cooldown of Holy Light, Level: 1))))


Game - Display to (All players) the text: (Unit - Ability Cooldown: + (String((Ability Cooldown of (Triggering unit) for ability Holy Light, Level: 1))))
AddTimedLife

Events


Map initialization

Conditions

Actions


Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)



Loop - Actions




Unit - Add a 60.00 second Generic expiration timer to (Picked unit)
CancleTimedLife

Events


Time - Elapsed game time is 3.00 seconds

Conditions

Actions


Game - Display to (All players) the text: (Name of the current trigger)


Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)



Loop - Actions




Unit - Cancel Timed Life for (Picked unit)
No they cannot because then they lose 4:3 support. Welcome to the pain of supporting different aspect ratios!Those elements use .mdx and can be easily rearranged.
Likely a bug, similar to how timer dialog, leaderboard and multiboard are not anchored to the top right of wide screen.For example the mouse is still being stretched.