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heroesofthestorm_trymode2.0's Issues

Test issue

There is a random - in the README file.

Acts - stopped working with invisible units

For some reason it stopped working with enemy's invisible units. They just don't get selected. I'm use: tfow, acts.

They are generated, but simply remain invisible - they cannot be selected. Apparently this is due to an update related to the survey or so.

bool libUTIL_gt_ToggleFOW_Func (bool testConds, bool runActions) {
// Automatic Variable Declarations
// Actions
if (!runActions) {
return true;
}
libUTIL_gv_isFOWEnabled = !(libUTIL_gv_isFOWEnabled);
if ((libUTIL_gv_isFOWEnabled == true)) {
VisRevealerDestroy(libUTIL_gv_revealer);
UIDisplayMessage(PlayerGroupAll(), c_messageAreaDebug, StringToText("Enabled Fog Of War"));
}
else {
VisRevealerCreate(EventPlayer(), RegionEntireMap());
libUTIL_gv_revealer = VisRevealerLastCreated();
UIDisplayMessage(PlayerGroupAll(), c_messageAreaDebug, StringToText("Disabled Fog Of War"));
}
return true;
}
//--------------------------------------------------------------------------------------------------
void libUTIL_gt_ToggleFOW_Init () {
libUTIL_gt_ToggleFOW = TriggerCreate("libUTIL_gt_ToggleFOW_Func");
TriggerAddEventChatMessage(libUTIL_gt_ToggleFOW, c_playerAny, "tfow", true);
TriggerAddEventChatMessage(libUTIL_gt_ToggleFOW, c_playerAny, "togglefogofwar", true);
}

bool libUTIL_gt_ToggleACTS_Func (bool testConds, bool runActions) {
// Variable Declarations
bool lv_isTSEnabled;
int lv_i;
// Automatic Variable Declarations
const int auto742BDE96_ae = 15;
const int auto742BDE96_ai = 1;
const int autoDCF572B4_ae = 15;
const int autoDCF572B4_ai = 1;
// Variable Initialization
// Actions
if (!runActions) {
return true;
}
libUTIL_gv_isACTSEnabled = !(libUTIL_gv_isACTSEnabled);
lv_isTSEnabled = libSprt_gv_dEBUGSelectionEnabled;
if ((libUTIL_gv_isACTSEnabled == true)) {
UIDisplayMessage(PlayerGroupAll(), c_messageAreaDebug, StringToText("Turned ON Alliance Control and Team Selection (/ac, ts)"));
lv_i = 1;
for ( ; ( (autoDCF572B4_ai >= 0 && lv_i <= autoDCF572B4_ae) || (autoDCF572B4_ai < 0 && lv_i >= autoDCF572B4_ae) ) ; lv_i += autoDCF572B4_ai ) {
PlayerSetAlliance(lv_i, c_allianceIdControl, EventPlayer(), true);
}
if ((lv_isTSEnabled != true)) {
libSprt_gf_DEBUGToggleSelection();
}
}
else {
UIDisplayMessage(PlayerGroupAll(), c_messageAreaDebug, StringToText("Turned OFF Alliance Control and Team Selection (/ac, ts)"));
lv_i = 1;
for ( ; ( (auto742BDE96_ai >= 0 && lv_i <= auto742BDE96_ae) || (auto742BDE96_ai < 0 && lv_i >= auto742BDE96_ae) ) ; lv_i += auto742BDE96_ai ) {
PlayerSetAlliance(lv_i, c_allianceIdControl, EventPlayer(), true);
}
if ((lv_isTSEnabled != false)) {
libSprt_gf_DEBUGToggleSelection();
}
}
return true;
}

How do I can *attach* a texture to a unit?

Yo, I imported the MotherShip model from Starcraft II, and I want to use it in Hots. There was no problems with the model itself, but with its textures. The edges are blue color (or red if the MotherShip is the enemy), the rest is all black.
I tried using "TextureSelectById" directly in "CActorUnit". However, without success.
Looking at other Units' code, I see examples like this:

However, where did Storm_Hero_Malthael_ come from and what does it even mean?
Using Brute Force I found a file named: CONTENT_KEY\8f\8fce0ec4eb50b45b61b938cea3d3fe38
There's a line in it.

dds:64:64:1:7:7:0:storm_hero_malthael_base_diff.dds:1024:1024:1:11:7:0:storm_hero_malthael_base_norm.

Perhaps this is exactly what is the texture for the hero, but it also means that it can not be changed using TryMode2.0 without upgrading the files of the game itself?

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