Sorry, I haven´t read all of the suggestions, so I don´t know if anyone suggested that before:
A recreation of abilities from some other games, like Warcraft III
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How about having a WDE around the spawn behavior? In the game it is only used for controlling larvae. Maybe it can be used for controlling pets, placing bombs/traps, or other scenarios where you want henchmen units linked to a master unit?
I haven't done any testing with it yet, so I'm not sure how it can be used, but it would be interesting to find out.
I would suggest something like perhaps doing funny stuff with resource fields and such, like hazardous formations, a multistep harvesting (myabe like making cakes, which would involve reaping wheat, then eventually processed into flour, and then finally be cooked).
Maybe stuff related to items, stuff related to those more esoteric ability types (like Queueable, Interact, Specialize -which sucks-, Battery, Beacon, etc), and crap like that.
I have a vague idea... basically they are a method of projecting the path of a weapon in 3d space, mainly for 3rd/1st person shooter maps. As far as I know they are exclusively trigger thing, so they wouldn't really be WDE appropriate. If anyone knows of a way to make tracelines with the data editor though, I'd love to hear about it.
"The traceline function is used for 3D aiming, like you'd see in a First Person Shooter. Since you can't just click on the ground you have to calculate what the player is aiming at in the middle of his screen, where the crosshairs are. " - rrowland
"Explanation of Traceline Function
A short intermission to explain what our traceline function will do: Our traceline function is, surprise, going to trace an imaginary line. The beginning of the line is the camera's position and height, the end of the line is 50.0 units in the direction the player is facing. To "trace" the line, we will be checking the position of each point in the line in small increments. For example, if you're at 0,0 at height 0 [0, 0, 0] and you're looking straight east the end of the imaginary line would be at 50, 0 at height 0 [50, 0, 0]. Every 1.0 unit of the line, we will check to see if we've hit anything. This means we run a loop 50 times: First we check [1,0,0], if we find nothing we check at [2,0,0] etc until we hit something." - rrowland
also, has anyone else noticed that post counts here are somewhat innaccurate? Earlier today my post count was listed as 83, but as I'm typing it its listed as 80. I've noticed many similar fluctuations on other occasions... sometimes it goes higher, sometimes lower.
How about a wiki based excercise. In some of the pages for behaviors, effects, abilities and actors there are several unknown fields. Im sure between all the people in the community someone could figure some out.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
I would like to note, for those unaware, that I have attempted to compile all data assets created during the weekly data exercises in my thread containing all Sc2mapster data assets. Hopefully people can use it to find inspiration or abilities for use in their maps.