deepstrasz
Map Reviewer
- Joined
- Jun 4, 2009
- Messages
- 20,219
Hey, so, I guess it's not normal for the monitor to go in standby during cinematic mode. Latest version.
French version?I'm playing on 1.30.4
English version. I'll edit my post.French version?
BlzUnitCancelTimedLife
BlzUnitCancelTimedLife
KillUnit
UnitApplyTimedLife
The same situation when closing a leaderboard.When closing a leaderboard, there appears a weird golden cross-like UI element with the leaderboard arrow facing south. It's very brief so I can't really print screen it.
EDIT:
OK, caught something:
native BlzGetUnitRealField takes unit whichUnit, unitrealfield whichField returns real
native BlzSetUnitRealField takes unit whichUnit, unitrealfield whichField, real value returns boolean
6. UNIT_RF_SIGHT_RADIUS ->
5. UNIT_RF_ANIMATION_RUN_SPEED ->
4. UNIT_RF_ANIMATION_WALK_SPEED ->
3. UNIT_RF_STRENGTH_PER_LEVEL ->
2. UNIT_RF_AGILITY_PER_LEVEL ->
1. UNIT_RF_INTELLIGENCE_PER_LEVEL
UNIT_RF_SIGHT_RADIUS
will change it along with all the other fields mentioned above. Though, changing UNIT_RF_INTELLIGENCE_PER_LEVEL
won't do anything to the others as they're "above it".UNIT_RF_SHADOW_IMAGE_WIDTH,
UNIT_RF_SHADOW_IMAGE_HEIGHT,
UNIT_RF_SHADOW_IMAGE_CENTER_X,
UNIT_RF_SHADOW_IMAGE_CENTER_Y
UNIT_RF_SHADOW_IMAGE_WIDTH
will instead affect UNIT_RF_SHADOW_IMAGE_CENTER_Y
by re-applying its own default values at first. Further attempts on changing UNIT_RF_SHADOW_IMAGE_WIDTH
will affect UNIT_RF_SHADOW_IMAGE_CENTER_X
.UNIT_RF_SHADOW_IMAGE_HEIGHT
will instead affect UNIT_RF_SHADOW_IMAGE_CENTER_X
by re-applying its own default values at first. Further attempts on changing UNIT_RF_SHADOW_IMAGE_HEIGHT
will affect UNIT_RF_SHADOW_IMAGE_CENTER_Y
.UNIT_RF_SHADOW_IMAGE_CENTER_X
and UNIT_RF_SHADOW_IMAGE_CENTER_Y
are properly storing the values internally, but no apparent changes could be seen.UNIT_RF_CAST_BACK_SWING
doesn't work at all.UNIT_RF_MAXIMUM_PITCH_ANGLE_DEGREES
and UNIT_RF_MAXIMUM_ROLL_ANGLE_DEGREES
functions aren't working at all.UNIT_RF_ELEVATION_SAMPLE_RADIUS,
UNIT_RF_FOG_OF_WAR_SAMPLE_RADIUS,
UNIT_RF_SELECTION_CIRCLE_HEIGHT,
UNIT_RF_OCCLUDER_HEIGHT
UNIT_RF_HIT_POINTS_REGENERATION_RATE,
UNIT_RF_MANA_REGENERATION,
UNIT_RF_DEATH_TIME,
UNIT_RF_TURN_RATE,
UNIT_RF_DEFENSE,
UNIT_RF_PRIORITY,
UNIT_RF_SPEED,
UNIT_RF_HP,
UNIT_RF_MANA,
UNIT_RF_ACQUISITION_RANGE, // Still limited to a minimum of 51. - just like the old native.
UNIT_RF_MINIMUM_ATTACK_RANGE
// a will be visible
call BlzUnitHideAbility(u, a, false)
call BlzUnitHideAbility(u, a, true)
// a will still be hidden
call BlzUnitHideAbility(u, a, false)
call BlzUnitHideAbility(u, a, false)
call BlzUnitHideAbility(u, a, true)
// a will be visible
call BlzUnitHideAbility(u, a, false)
call BlzUnitHideAbility(u, a, false)
call BlzUnitHideAbility(u, a, true)
call BlzUnitHideAbility(u, a, true)
// Other way around:
// a will be hidden
call BlzUnitHideAbility(u, a, true)
call BlzUnitHideAbility(u, a, false)
// a will still be visible
call BlzUnitHideAbility(u, a, true)
call BlzUnitHideAbility(u, a, true)
call BlzUnitHideAbility(u, a, false)
// a will be hidden
call BlzUnitHideAbility(u, a, true)
call BlzUnitHideAbility(u, a, true)
call BlzUnitHideAbility(u, a, false)
call BlzUnitHideAbility(u, a, false)
BlzSetSpecialEffectX
and BlzSetSpecialEffectY
at the same time (at least when doing it many times in a row, e.g. in a MOUSE_MOVE trigger), it doesn't behave as expected, while using BlzSetSpecialEffectPosition
does.BlzSpecialEffectAddSubAnimation
does not seem to combine them as you would expect. E.g. for town hall, adding "work", "upgrade" and "first" just shows the tier1 version's work animation.GetAttacker
has been buggy since 1.24e. Many crashes occur at this native. Someone please check the internal implementation of GetAttacker
.native BlzGetTriggerFrameValue takes nothing returns real
native BlzGetTriggerFrameText takes nothing returns string
[Feedback] Compiled List of Bugs & Issues for 1.30.1+Multiboard is bugged when holding the show/hide button:
That one is the old Return bug. The editor specifically rejects that since at least 1.25.EDIT:
KotNR Star Wars RPG
This one's first map doesn't want to start at all. Tried saving it on the latest and the same happens.
Alright, tried saving the first map not just the whole campaign and I think it's a JASS error:
How's your work dealing with the newest patches? Any bugs or incompatibility issues?That one is the old Return bug. The editor specifically rejects that since at least 1.25.
Wait what, does this means all existing scripts/triggers need to be adjusted to zero-based ability levels?The Index for Level is now 1 less, so a Level 1 ability should be set to Level: 0. This is a bit misleading. Although, I suppose it's not necessarily a bug.
ToXiGRiNTA(NE) vs loveKeriRussell(UD) - W3 Replayers
In this game at 7:40-8:00, an illusion deals damage to a wisp for multiple hits. Each hit delt 1hp (as far as I saw) dmg.
function Trig_Nahkampf_Initialisierung_Actions takes nothing returns nothing
local integer i = 4
local integer i = 2
endfunction