Use regions, visuals should not dictate logic, logic should dictate visuals.
Except when visuals are shorthand for logic.
-Change terrain in game
-Hide chat text completely (might be possible but the search is still kind of on)
-Get more than 32 FPS on a trigger
-Anything that uses Local Player
-Having more than 50 buttons at once
-A map with more than 2^21 bytes of compiled script
-Decent floating point arithmetic
Hey, I've only been using the editor for a short time, so I don't know all the features yet, but I was wondering if this is possible:
Let's say I have a series of maps (call them Level 1, Level 2, Level 3, etc) and they all take place on the same planet, just different areas. Is it possible to tranfer the player's army/resources/upgrades from one level to another? Something like this:
At the end of Level 1, record how many units of type X the player has in a certain region.
At the beginning of Level 2, spawn that many units of type X in another region near the start location (I don't care if stuff like health or energy tranfers, I just want the units)
...and repeat for every unit type, then do something similar with resources, and upgrades (so if you've researched Infantry Weapons level 1 and 2, and you've gathered an extra 1200 minerals then in the next map you start with the extra minerals and your research can start with Inf Weap level 3)
So, is this possible? And, if it is, how would one do it?
From what I can tell it is near impossible to change a terrains texture dynamically. I've been trying to find a way to exchange one texture for another for a specific area on a map... that or simply find a way to paint a new texture on top of it, but have yet to find any kind of solution.
Change an individual unit's attribute (armored, massive, biological) mid game, like with a data editor ability or trigger.
I would think if you make a morph ability and it changes a unit to another unit this is possible. I haven't tried it but making a dummy ability that just changed the unit into a new unit with same actors should work. Just change the attributes on the two units. I am thinking of "lurker" versus "lurker (burrowed)" units.
well there is a really cheap way and that is using the 'Environment - add permanent creep' and to go back to the default texture 'Environment - remove permanent creep.
Then in the data editor, change the creep to a grass texture / map. Sure its tacky and only allows you to change to a single texture but using creep blockers you can create all sorts of things. (my one minute attempt at spelling 'taff' made it to small :(
Cool idea. Now can you do that with multiple texture options. Say I wanted to have the option to choose one of four textures at the launch of the game. could that be done by stacking these somehow and choosing which one I'd want? Thanks for the tip!
lol... not exactly what I have in mind. I did play w/ this though and it is a neat trick. However for what I'm trying to do it just won't cut it. Someone else mentioned on a different thread a decal splat actor, so I might give that a shot.
get an unit to use an item targeting something else using triggers
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