Topic (Sticky) Comprehensive List of Known Editor Bugs
Sixen #935
Sixen
MVP
Edited by Sixen on 4/26/11 8:25 PM (PDT)
Notes
This is a collective effort to inform both Blizzard and the wider map-making community of bugs currently present in the editor. If you are aware of a bug not listed here, please contribute! I will verify posted bugs and then add it to the list. Include work-arounds if you know of them so fellow map-makers can forge ahead with their creations while Blizzard works on a patch. If the bug is complicated in nature, please provide a unit case demonstrating the bug so that I may verify it. Bugs that I cannot verify nor reproduce will not be added to the list. If you see something incorrect (technically, grammatically or otherwise) please let me know.

Big thanks to SiNiquity#310 for getting this started and to Renee#494 for submitting a ton of bugs.

Galaxy Editor Version: 1.3.3 PTR (18468): All bugs have been verified up to this version.
Total Number of Bugs Outstanding: 23

--Terrain-- (1)

The graphic for palette size is not updating when changing between Terrain and Pathing layers

Example: Set the palette size to 16. Change -directly- to the pathing layer and observe that the physical size of the displayed palette is 16, but the actual palette size is 0.5 (and will paint 0.5).

Work-around: After switching to the new layer, change the size of the palette to a different value and then back to the original value.


--Triggers-- (16)

CTRL+W Hotkey creates new function definition when an action definition is highlighted
Expected behavior would be for a new action definition to be created.


(Sometimes) Changes to mod libraries not reflected in map utilizing mod until reloaded in editor.

I haven't nailed down precisely when this occurs yet, but it seems to occur most often after reorganizing a trigger library by adding new folders and placing new definitions in the new folder.

UPDATE: Happens also when changing the definition of an existing function. Recompiling the scripts have no effect. The only solution is to close the map and reopen it.


Event: Supplies Changed incorrectly calculated if cargo ship with units inside dies
It only gives the supply change for losing the cargo ship, but does not count the units inside that also died.

UPDATE: In 1.2.0, some of the units inside the cargo ship are counted, but not all. For example, if a cargo ship filled with 8 marines is killed, the Supplies Used Changes event is only triggered twice, each with a value of -1. Note that the cargo ship is not counted unless it is empty. This behavior differs from the last patch, but is still faulty.


Erroneous generation of Event Player Property Changed: Supplies Used Changed
Whenever a unit completes building, the event is fired. This should not happen as the supplies did not change upon unit completion. It does correctly fire upon initial unit training.

Furthermore, the behavior after a unit completes is inconsistent - when 2 zerglings finish morphing, the reported supplies changed is 0.5 (i.e. the cost of 1 zergling). However, when the construction of 2 zerglings begins, a value of 1 for supplies changed is correctly reported.

1.3.0.18015: It is still inconsistent, but different. When 2 zerglings finish, the reported supplies changed (Real) is 0, but when a drone finishes the reported supplies changed is 1. Either way, the event should not fire upon a unit completing.


UnitGetAttachmentPoint() always return null
native point UnitGetAttachmentPoint (unit inUnit, string attachment);

This funtion is suppose to return the coordinate of a specificed attachment point in a unit. But it always return null. Thus the great funcion become no use.


PathingModify() doesn't work
native void PathingModify (region inArea, int inType, bool inAdd);

This function is suppose to modify the terrain pathing of a specificed region. But it never works. I need this function to do a random maze system. Will there be a fix?


UnitInventoryMove() doesn't work on irregular inventory.

native void UnitInventoryMove (unit inItem, int inContainer, int inSlot);

In this build, when you use UnitInventoryMove() to move item slot, the inSlot parameter could not greater than the total slot count of given container, otherwise the item cannot be moved.

It's a bug since the inSlot index of a slot in galaxy doen't equ to the slot index in data editor. Slot[1] in data editor with row="1" Column="7" would be consider as inSlot=8. So the max inSlot of a item Container like WoW Character will definitelly great than the total slots count of this container.


Can't create a "flash" dialog item type
The diablog item type neither labeled as "Blizzard only" in Native.galaxy or in Trigger Editor, but if you try to create a flash item, there will be a script error message :"Calling 'CreateDialogControl' is not authorized".


Using illegal dialog item template crash the game
Starcraft II is better than Warcraft III in the robustness of the game. It crash less than WC3. But when you trying to create a dialog item with a illegal template (DialogControlCreateFromTemplate() ) it will crash the game.


ActorScopeGetText() & ActorGetText() returns nothing
When we try to debugging the actor system, these two galaxy function does nothing. We can't get the debug information of actors before blizzard do some fix.

Addition note: In fact, all "Dump" message in Actor system does nothing.("AnimDumpDB", "RefDump", "RefTableDump", "TextureDump" and "TextureDumpDB".)
DebugString(), DebugUnit(), DebugInt(), DebugFixed(), DebugPoint() does nothing either.



UnitBehaviorHasFlag() misfunction.
native bool UnitBehaviorHasFlag (string inBehavior, int inCategory);
The inCategory parameter in this function is suppose to have 11 option:

// Behavior categories
const int c_unitBehaviorFlagPermanent = 0;
const int c_unitBehaviorFlagRestorable = 1;
const int c_unitBehaviorFlagTemporary = 2;
// Behavior buff flags
const int c_unitBehaviorFlagChanneled = 3;
const int c_unitBehaviorFlagChanneling = 4;
const int c_unitBehaviorFlagCountdown = 5;
const int c_unitBehaviorFlagExtend = 6;
const int c_unitBehaviorFlagDisableBuilding = 7;
const int c_unitBehaviorFlagRemoveDamageResponseExhausted = 8;
const int c_unitBehaviorFlagRefreshStack = 9;
// Behavior info flags
const int c_unitBehaviorFlagHidden = 10;

But the inCategory actually accept 0 or 1 only (c_unitBehaviorFlagPermanent & c_unitBehaviorFlagRestorable). So the other 11 flags cannot be checked by this funcion. Though we have CatalogFieldValueGet(), so we are not really need UnitBehaviorHasFlag(), but it would be good if blizzard could fix it.


VisEnable() misfunction.(Visibility - Enable/Disable Visibility)
Disable Black Mask is suppose to make the entire map look like has been explored, clear all masks darker than normal fog of war and we can see enemy building's snapshot.

Disable Fog of War is suppose to reveal all explored areas, and all explored areas will no longer be fogged.

So disable both will reveal the entire map. Like "Sawnoutofmemory" cheat.

But now there is bug in this function VisEnable(), disable Black Mask with VisEnable(c_visTypeMask, false) does nothing, and disable fog of war alone with VisEnable(c_visTypeFog, false) will reveal the entire map, not the explored area only.


Create ActorScope with trigger function ActorScopeCreate() always throw erorrs.
Using ActorScopeCreate() to create an actorscope will aways throw a error message: Trigger Error in 'xxx': Could not create actor scope.

In despite of this, the actorscope will indeed created, and works fine.This is not a big problem, just some annoying error message, but it would be fine if blizzard could fix it.


Actor Created with Trigger ActorMessage "Create" doesn't set it's ::Creator reference to it's Creator.
It's strange, that send actor message with trigger behaviors different with send actor message in actor editor.

If you write a actor event in actor edit, that let actor A to create actor B, the ::Creator reference of created actor B will be set to A.

But if you send message with galaxy: "ActorSend(A, "Create B")." B will created successfully, but it's ::Creator reference will not be set to A.


ActorRegionSend() Crash the game when trying to send a actor event as a term.
If you send actor message with ActorRegionSend() function, and pass the "terms" parameter with a actor event, it will crash the game.

For example, if you try to pass "UnitBirth.Marine" to the "terms" parameter, the game will crash.

I know passing actor event is not supported, but it would be good if there will be some error message instead of just crash the game.


Trigger Action "Melee - Set default melee options for all players" disable hero XP gaining
Since 1.2.0 ptr, using action "Melee - Set default melee options for all players" will disable all XP gaining. I reported this in ptr, but no fix.


--Data-- (6)

Extraneous Larva Ability
The Larva Unit has the following properties under CUnit_CardLayouts_LayoutButtons:

AbilCmd: ((##id##Train,Train1|##id##Train,Train2|##id##Train,Train6|...))
Row: ((0|0|0|...))
Column: ((0|2|2|...))
Face: ((Drone|Zergling|Zergling|...))

Notice that Train2 and Train6 have the same properties here. What this means is that when you click on the larva, the image at the 1st row and 3rd column (index 0,2 respectively) is the "Zergling" image, which when clicked should either execute one of Train2 or Train6, or both.

Now if you search for the LarvaTrain ability and look-up Train2, you'll see that it makes 2 Zerglings. Train6, on the other hand, does nothing. Giving Train6 a unit to produce doesn't appear to do anything, so I don't believe it's being run at all; that being said, it's still a fragment hanging around in the code that should be removed.


SuppressTurning flag in Buff also suppress moving
If you set CBehaviorBuff.Modification.ModifyFlags[SuppressTurning] to true, then the unit which carry this buff can't turn around, but it will also lost the ability to move, even if you set the Turn Before Move flag of this unit to false.

Suppress Turning with galaxy function UnitSetState() however, will works properly, the unit can still move.


"EDSTR_WATER_ALTERNATESETTING=Alternate Setting" should not localizable
Editor string "EDSTR_WATER_ALTERNATESETTING" should not localizable since the value will save to the WaterData.xml.

If it localized as Chinese Characters or other characters, there will be bugs. Since XML files shouldn't have localized data, these characters will become messy code.

If we use zhTW(traditional chinese) Editor, which EDSTR_WATER_ALTERNATESETTING=交替設定. If we create an alternate water state, the water state name in XML will be messy code.

If we open this map with editor again, there will be error message: Error (XML: not well-formed (invalid token)) occurred while loading Water from game data file 'Base.SC2Data\GameData/WaterData.xml'.

And if we try to use triggers action "Set Water State" to change the water state to the alternate state, we can't even save the map, because there is messy code in map script.

WaterSetState("Agria|?o¤???è¨-???", 1.0, c_wtcLinear);

So the editor string "EDSTR_WATER_ALTERNATESETTING" should not localizable. Or blizzard could just make a change, save the alternate water state name into gamestring.txt.


Set Unit Bounty(XP) with "Set Unit Property" doesn't really work.
For exmaple, if we have a marine, whose bounty XP is 10, and we use "Set Unit Property" to make it's bounty XP to 500. Then we use "Get Unit Property" to check, it will shows that we have successfully set it's bounty XP to 500.

But if a enemy hero kills him, the hero could only get 10 XP. So it doesn't really work.


GameData shows wrong content in Import Module preview.
If we did any modify in the Data Module and save, then open the map again, the GameData in Import Module preview will show the wrong content.

While we select any xml file under Base.SC2Data/GameData/ the preview actually shows the file with the same name in the last Mod the map depends.

For example:

If we create a map,depending "Liberty"&"Liberty Multi" mods, and change the Marine hp to 100, the content of "Base.SC2Data/GameData/UnitData.xml" will be

<?xml version="1.0" encoding="us-ascii"?>
<Catalog>
<CUnit id="Marine">
<LifeMax value="100"/>
</CUnit>
</Catalog>


And if we save the map, and open it agagin, find the file in Import Module and look the preview, it will shows the content of "Mods\LibertyMulti.SC2Mod\Base.SC2Data\GameData\UnitData.xml" it is a file from "Liberty Multi" mod.


Item Abilites doesn't have cursor splats(In fact Item Abilities were not considered as true Abilites, we need a item cursor actor event)
We got a new item type CItemAbil since 1.2.0. But if we put a ability into these items -- for example a Psi Storm Item, it won't send "Abil.PsiStorm.Cursor" event to the actor system, since the abilities in items are not "True" abilities. Thus, there is no way to create cursor splats when we try to cast a item ability. Add a new term like "item.xxx.cursor" event into actor system will be good.

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Sixen #935
Sixen
MVP
Edited by Sixen on 3/15/11 7:56 PM (PDT)
Reserved.
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Onetwo #855
Onetwo
Edited by Onetwo on 3/9/11 10:14 PM (PST)
I can't confirm this bug 100%, but in Death Haven (as I mentioned in the post on sc2mapster), I have several 'kill ranks' customized from the default blizz ones and they aren't coming up properly after a certain amount of kills. (this is specified in actor's unit kill rank+ field, or in game UI data... i tried both)

E.g. I entered it in this order:
Private (0 kills)
Sergeant (30 Kills)
Lieutenant (100 Kills)
Captain (500 Kills)
Major (2000 Kills)
Vice Commander (5000 Kills)
Commander (10000 Kills)
Elite (20000 Kills)

Yet when any hero got 500 kills it said 'commander' and after that it bugs to seemingly random ranks too.

Here's an image:
http://static.sc2mapster.com/content/attachments/13/988/Untitled.png
Sixen #935
Sixen
MVP
@OneTwo, i'll check it out.

03/10/2011 12:28 AMPosted by Chriso
There are lots of typos and grammar mistakes.

I didn't write it, but I am going to go back through it all, :P.
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Thetubbygoat #375
Thetubbygoat
• CTRL+W Hotkey creates new function when action is highlighted

Expected behavior would be for a new action to be created.

New action is CTRL+R and it always has been
O_o
Sixen #935
Sixen
MVP
Yar, i'll be going through this and fixing any mistakes Sin may've made in the first time around. Got family over for the week though, ;).
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Rectangl #901
Rectangl
The search field in the Previewer doesn't parse the whole string. IE if I am looking for "OpticFlare.m3" and I type "flare" into the search field it doesn't find it. There also seems to be no consistency with the fields organization of assets in terms of Editor.Prefix. Some drop-down fields list assets with the prefix, others do not.
SiNiquity #310
SiNiquity
Edited by SiNiquity on 3/14/11 7:13 PM (PDT)
• CTRL+W Hotkey creates new function when action is highlighted

Expected behavior would be for a new action to be created.

New action is CTRL+R and it always has been
O_o


O_o Ctrl+W is the "New element" command which will create a new element of the type you currently have highlighted. For example, if you have a comment highlighted and hit "Ctrl+W" it will create a new comment (or new trigger if trigger is highlighted, etc.). However in the case of an action definition, a new function definition is created instead.

Sorry I should have been more descriptive.

Thanks for finally stickying this Sixen.

Edit: Also Ctrl+Alt+R (the new action definition) appears to work for me as of the current patch, so that's an additional bug that has been fixed. Thanks Blizzard :)
SiNiquity #310
SiNiquity
Also, for the following bug:

Libraries which are not explicitly referenced in a map's triggers are not initialized.

This simply cannot be intended behavior. If a library is included in a map, it stands to reason that the map-maker intends to use the library. Furthermore, through the use of Map Initialization events, the library could function without being explicitly referenced by the map's triggers.

Work-around: Create an action in the library that does nothing, and call this action. Alternatively, place all code in Map Initialization triggers into this action.


If this is the intended behavior, then disallow Map Initializing events in libraries. Otherwise the behavior, while well-defined, is not intuitive (call nothing --> nothing from the library is run; call any function in the library--> that function is run, but so are all the triggers with map initialization events).
SyN
Just thought id post in case yall didnt know bout this.... on my first map i made...i did all my trigger and unit work first..before adding doodads and now at some point everytime i start over on my map from when all my stuff worked. after heavily doodading my unit groups will no longer work...it just says in game that there is no units in the corresponding unit group. I have 4 unit groups in my map and as soon as doodading none of them work
Sixen #935
Sixen
MVP
Edited by Sixen on 3/15/11 1:16 AM (PDT)
I compared the list of changes to the 1.3 patch notes and it doesn't look like any of these changes have been fixed just yet.

"List of possible values for function parameters is incomplete" on our list may coincide with "Fixed an issue where certain data fields would not list all possible values," if anyone can double-check that for me. Like I said, family is over!

I have an update waiting (I need them to up the character limit for the thread so I can post the entire update) that contains all of Renee's bugs as well... That makes 31 Triggers, 1 Terrain, and 5 Data.

From here, i'll probably go through and clean up the BML and any typo's, I just figured content should be done ASAP.
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Renee #494
Renee
Edited by Renee on 3/15/11 1:11 PM (PDT)
I compared the list of changes to the 1.3 patch notes and it doesn't look like any of these changes have been fixed just yet.

"List of possible values for function parameters is incomplete" on our list may coincide with "Fixed an issue where certain data fields would not list all possible values," if anyone can double-check that for me. Like I said, family is over!

I have an update waiting (I need them to up the character limit for the thread so I can post the entire update) that contains all of Renee's bugs as well... That makes 31 Triggers, 1 Terrain, and 5 Data.

From here, i'll probably go through and clean up the BML and any typo's, I just figured content should be done ASAP.
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Seriously? Updating the bug list by checking the patch notes only?


In fact almost all of them got fixed in 1.3.0 PTR, Or I would have already added them into my own bug list thread. And I started my own bug report thread just because this thread haven't updated for a long time, and almost all of them have been fixed.



Here're things that already have been fixed in 1.3.0 PTR or not even a bug:

    Cinematics will not show transmission text, even if there is no sound, unless users manually enable subtitles - fixed in 1.3.0

    Dialog Item Panels may crash the game when destroyed - fixed in 1.3.0

    GUI sometimes does not show valid presets - This is not even a bug. They just haven't imported all things into GUI.There'er many galaxy funtions and constants doesn't exist in GUI, it's not a bug.

    Event Player Property Changed missing Any Player preset - same as above.

    The action Tactical AI - Cast has a typo and is currently spelled Tacfical - fixed in 1.3.0

    Set Progress of <Unit> to 100% cancels the unit being trained - fixed in 1.3.0(And it's in the Patch note)

    Using a type before it's defined produces a Syntax Error - I won't say its a bug. A compiler that just tells you "syntax error" when you have syntax errors and doesn't provide detail informations is a bug? No. The compiler can use some improvement? Yes.

    CTRL+W Hotkey creates new function when action is highlighted - fixed

    Supplies used / Unit Progress starts interaction is inconsistent - fixed

    Can't edit Control Group 0 - fixed

    Libraries which are not explicitly referenced in a map's triggers are not initialized - It's not a bug and it is intended. The trigger lib won't initialized by default, the offical way to load a trigger lib automactlly is adding your Lib ID to the 'Trigger Libraries - Identifier' field within the 'Default SC2 Gameplay Settings' in the Data module. But if you haven't set this field but have explicitly called functions in the lib, the compiler will intelligently inital the trigger lib for you too. You can check the Editor Tips that added in 1.2.0 for this.

    List of possible values for function parameters is incomplete - fixed.

    The Halt command is mislabeled - It's never been a bug. Since the "Cancel" label in GUI is the name of it's default button, the name of default botton is never needed to be the same as the name of the command.

    Spine/SporeCrawlerRoot abilities are Protoss abilities instead of Zerg - Even if they still categorized as protoss, it's not a bug. It's just a editor category doesn't affect any things.

    No build / spawn ground flags for terrain do not work - Fixed, and actually the CTerrainTex.Pathing field is never intended to be used, they have removed this field in 1.3.0


So there're only 3 bugs in this list that exist now in 1.3.0 PTR, and 2] and 3] are actually the same(Supplies Used Changed event).

1]The graphic for palette size is not updating when changing between Terrain and Pathing layers.
2]Erroneous generation of Event Player Property Changed: Supplies Used Changed.
3]Event: Supplies Changed incorrectly calculated if cargo ship with units inside dies.
Sixen #935
Sixen
MVP
Edited by Sixen on 3/15/11 12:01 PM (PDT)
Seriously? Updating the bug list by checking the patch notes only?

In fact almost all of them got fixed in 1.3.0 PTR, Or I would have already added them into my own bug list thread. And I started my own bug report thread just because this thread haven't updated for a long time, and almost all of them have been fixed.

I have family visiting, I can't go through and test all this stuff myself until they leave, otherwise I would have, :P.

Thanks for this Renee. I cleaned up everything you said and was able to fit in the bugs you listed from your thread.
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SiNiquity #310
SiNiquity
Sixen,

I don't mean to be rude, but if you're not going to be personally responsible for the content then don't maintain it. By this I mean personally verifying claims that certain bugs do or do not exist. For example, it is easy to verify the Ctrl+W bug still exists in the current patch (highlight an action definition, hit ctrl+w, watch a function definition get created). I've updated my thread with all the bugs that I have personally verified still exist in the current PTR patch (1.3.0.18015).

You've given yourself this position - please don't shirk the responsibility.

Thanks,
SiNiquity

Bread #941
Bread
Edited by Potato on 3/15/11 6:45 PM (PDT)
I have two bugs related to "Duplication" .

Bug #1 - When you duplicate a unit with a morphing ability (units with burrow/unburrow confirmed) and you check so that it duplicates both units ("Drone" and "Drone (Burrowed)", and the "Burrow" ability for example), it will change the name of the original (unmodified) version of the unit + "Copy" at the end of the name.

The work around to this bug is to simply duplicate both units separately (duplicate Drone + "Drone (Burrowed)" separately and do not duplicate the morphing ability such as burrow/unburrow at the same time as the unit; do those separately too).

2. I have another bug related to duplicating - I'm not sure if there is a "switch" to turn this on/off or it's a bug but it's inconsistent and not explained so it seems to be a bug. Also there two parts to this bug (see "3." for info how to reproduce).

(Note - Whenever I say "Modified", that means the object's data has been modified from the normal default values. When I said "Unmodified", that means the object's data has not been modified at all and is set to the default).

Background info - All data objects in the data editor has a field called "Based On:" (you can find the field by right clicking on an object in the data editor, and clicking "Modify Unit" for example).

Normally when you duplicate an object, it will be "Based On: Default Settings". This is good, I want the new duplicated object to be "Based On: Default Settings".

(The Bug) However for some odd reason, *"sometimes" whenever you "Duplicate" aunit (for other object types, this doesn't occur), it's "Based On:" settings will be set to be "Based On: <Whatever the unit you duplicated>".

*It seems to be based on whether or not the duplicated unit is modified (any value [such as HP for example] is modified from the default) or unmodified though I also find that inconsistent too. (Note see part 3 below for more info on how to reproduce this bug. I found it inconsistent)

For example, lets say I duplicate an "unmodified" "Marine" - It's "Right Click > Modify Unit > "Based On:" settings will be "Based On: Default Settings".

However when I duplicate a "modified" "Marine" - It's "Right Click > Modify Unit > "Based On:" settings will be "Based On: Marine". That means that the unit is linked and anytime I edited the marine, it will edit the duplicated marine also (if the fields do not conflict that is).

Suggestion - Can there be an option added "duplicating objects" that allows the user to decide whether they want to have "Based On:" be set to "Based On: Default Settings"(recommended) [while the duplicated values are copied from the original] or "Based On: <Duplicated Unit>"(not recommended)?

I duplicate objects to save time but for some reason, I've encountered a few odd bugs and annoyances due to the duplicated object (units affected mainly) being "Based On: <Duplicated Object" rather than being "Based On: Default Settings".

Workaround - The workaround is to right click the duplicated unit > Modify Unit > manually select "Based On: Default Settings" for the duplicated unit then (in the same menu) click "Copy From" and select the original unit to copy the values from.

3. Duplication bug from above continued (how to reproduce): When I was trying to reproduce the bug I noticed that it did not work when I modified marine (I modified the health to 450) and duplicated. It was "Based On: Default Settings". This worked in the past which is odd.

However what I did next is try it with the "Supply Depot". First I duplicated it (unmodified, the Supply Depot's name was in blue) and it's right click > Modify Unit > "Based On:" was set to "Default Settings". I "Undo" (and I also tested it on a fresh new map too to make sure).

This time I edited the Supply Depot's Life (Starting) and Life (Maximum) to 4000. Then I duplicated Supply Depot. It's right click > Modify Unit > "Based On:" was set to "Supply Depot".

Note - The map was a fresh one (File > New Map) with "Liberty (Mod)" and "Liberty Multi (Mod)" only. Also I only duplicated the unit and nothing else for the test.

Again I'm not sure if the above is really a bug or some sort of feature (I know linking is supposed to be an option) but again it's seems inconsistent and I can't find a way to turn it on/off.

Anyway I hope my post and suggestion were understandable, if not, please reply.
Sixen #935
Sixen
MVP
Edited by Sixen on 3/15/11 7:52 PM (PDT)
03/15/2011 6:10 PMPosted by SiNiquity
For example, it is easy to verify the Ctrl+W bug still exists in the current patch (highlight an action definition, hit ctrl+w, watch a function definition get created).

But it doesn't...? Unless i'm doing something wrong, it creates a new Action for me... In both the 1.2.2 Editor and the 1.3.0 Editor. Renee reported that stuff, she/he is 99% of the time spot on and has been modding since prior to GE was released in the Beta with a couple of us. I'm not one to challenge Renee, :P.

@Potato: I'll go through your post in a little bit, ;).
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Renee #494
Renee
03/15/2011 6:10 PMPosted by SiNiquity
For example, it is easy to verify the Ctrl+W bug still exists in the current patch (highlight an action definition, hit ctrl+w, watch a function definition get created).


This should have been fixed in 1.2.x, but all my tests are on PC.

Are you using MAC client?
Renee #494
Renee
Edited by Renee on 3/16/11 12:32 AM (PDT)
By the way, if you want your trigger lib in your mod could be automatically loaded by default when other maps depend on it.

Just modify the 'Trigger Libraries - Identifier' field within the 'Default SC2 Gameplay Settings' in Your Mod. It's actually what the Liberty lib did.

Since the maps depend on your mod will inherit the data of you mod. The 'Trigger Libraries - Identifier' field in these maps will include your trigger lib as well.
Khalanil #920
Khalanil
The action "Set Subtitle Position Override" appears to do nothing, instead of moving the location of the subtitle "window".

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