I was wondering. Anyone who has the beta could download those LotV maps for me (Orbital Shipyard, Ruins of Seras and Lerilak Crest) and send them over? They should download to a BNET folder in AppData or My Documents.
List of native changes (if that list was from LotV)
New animation flags and natives. These work on actors and appear to allow one to synchronize animations (possibly useful for multiplayer games where deterministic animation playback is required for game mechanics).
New "Automation Lua Global" get function. Likely a Blizzard only feature.
New camera fall off near settings for both start and end.
Natives to get a followed unit group from a player and to force them to follow.
Natives to get catalog flags correctly (before it used to be error prone due to incorrect array size detection) and to modify catalog values (instead of simply set them).
Some conversation native to get the speaker from a conversation line, likely used in the campaign interlude map between missions.
New "generichandle" type and appropriate data table natives for it.
New control types for dialog items.
New control propertied for dialog items for unit groups, fill colour, border colour, aspect correction (this will probably fix calibration problems with following mouse cursor), submenu and player.
New circular image type for dialog items.
New natives to control dialog item animations including which animation to play and the speed it is played at.
New type "effecthistory" and category of natives for it. Unclear what the purpose of this is but it likely can log combat events in an efficient and dynamic way.
New native to test if a point is in a shrub.
New native to get the "map path" (location string for map file?).
New charge natives and some older ones deprecated.
Natives to get what type of Heroes of the Storm game it is as well as if hero duplicates are allowed. Likely Blizzard maps only and honestly I am surprised they are still in as they likely have no functionality in LotV . Guess LotV and Heroes of the Storm really do share the exact same engine.
Native to disable game pause-ability. Useful to stop pause trolls.
New "misc" natives to profile and log (to a file?). Probably Blizzard only for testing performance.
Path lines now support being attached to units directly instead of only points. Would fix odd lines leading to buildings due to the structure footprint being unpathable.
Path lines now support adding waypoints to them.
Hero talent tree natives. Unclear if the required functionality is supported by LotV editor. Again this is another Heroes of the Storm feature I was expecting would not make it into LotV due to its rather specific use case.
Player natives for getting skins and other such Heroes of the Storm cosmetics. Yet again, surprising these made it into LotV seeing how their use case is highly specific to Heroes of the Storm.
Mixed with other Heroes of the Storm specific features is a "Set Race" native. This means it might be possible to dynamically change player race during run time.
More charge regeneration natives as well as some old ones being deprecated.
Event to detect when a player joins an active session. This is the Heroes of the Storm rejoin functionality. Unclear if it could be applied to custom maps but it may be applied to melee games (no longer instant loss on disconnect).
New event detect an effect used from a "scope". Unclear of functionality but it might be a more efficient way to run trigger enhanced events in a few circumstances.
New event response native to get the source behaviour which used an effect.
Removal of effect amount constants, possibly placed somewhere else or changed file.
Native to get the distance squared between points. Likely faster than normal distance native as it avoids square root required for Euclidian distance and will probably be faster than explicit computation from cords.
New sound natives added with some old ones removed. These new ones add an "owning player" parameter. Functionality unknown but it might force it to be fully audible for that player.
A string comparison native. Like such functions in C and Java, it returns an integer likely adding detail as to how different the string was. Programmers will recognize this as an important feature for sorting or any form of ordering and having a native do it is certainly faster than any custom implementation.
New constant for text expression assembly which returns the main expression text.
New native for text tags allowing one to set "gravity". Gravity is an acceleration so this should allow text tags to change speed over time.
New transmission natives with some old ones removed. Not worth going into details as this functionality is seldom used but for those that do use it there are a few new useful features.
New natives that allow for some mappings from a local data table to transfer to children threads created in response to a custom event raise. After adding the values to a local data table you then call the native with each mapping you want to carry over. When you then raise the event, all children threads will inherit those defined mappings in their local data table.
Native to turn trigger debug output on and off. Probably useful for map developers as debug output generally defaults to off in published maps resulting in a loss of all errors, event important ones.
Native to get "goal" position from a unit. Unclear what this "goal" functionality is.
New unit state "silenced".
New charge and cooldown natives for units, some old ones deprecated.
Native to get effecthistory from a unit. Part of new effect history mechanics.
New explicit native to spend an ability for a unit with more parameters. Old one has been deprecated.
New ability command states of highlighted, hide charges and recharging.
New native to return a unit group of all units that are conjoined via a specific conjoined behaviour. Conjoined mechanics were used by the Trains in WoL and the Engines in HotS so that their properties were shared between each other.
New natives to get the damage dealt and taken "time" from a unit. This is likely to do with buff damage response shields.
A lot of new behaviour classifications. This includes 15 custom ones and 6 pre-defined ones. Be warned that this has altered the flag constant numbers of the buff flags and info flag.
New native "UnitHasBehavior2". Same parameters as original so difference purpose is unclear.
New natives to modify remaining and limit of buff damage response shields on units.
New constant for inventory management of items. Allows one to move an item to a top level container.
New native to set the cooldown remaining for a weapon. Before one could only get it.
New native to check if a unit is in range of another unit and is able to attack it. Possible AI usage.
Complete change of veterancy natives. Old ones deprecated with new ones added to both get and set the experience relative to the current level rather than total level. This allows you to customize the amount of experience needed per level dynamically during a session for a specific unit. It also takes a specific vetarancy behaviour link allowing units to use several veterancy behaviours (stacking) without triggers messing up.
A native to return a gender code from a unit type. Possibly useful for dialog or RPGs.
New path-ability natives that allow you to check if a unit is able to path to a point or another unit. Unlike the current ones, these will factor in unit width, something very important for TDs and such maps as wider waves could immediately detect if they should attack towers or not.
New events for units absorbing damage or being healed. Includes effect filter and heal type.
Several new event response natives to get things like kill experience, damage attempted, heal amount etc.
New generic behaviour event with category filter. Allows one to run triggers for any behaviour that is assigned the appropriate category.
New event response natives to get the source of an experience modification such as the victim unit, item or effect which added the experience.
New sync frame for text tags.
New un-rename able menu dialog button for exit.
Removal of all constants relating to the "nydus" system. Something likely intended for Heart of the Swarm but was never fully implemented.
Natives to alter hotkey profiles as well as return hotkey path as text.
Some miscellaneous hotkey modification natives for standard game features like the main menu.
New native to force a player group to target with the argument order.
New player event for when a hotkey is pressed.
New flags for visibility types, used by a new native to fill a region with the specified visibility type.
New natives to alter the transparency of the fog of war.
That are all the changes so far with regards to natives. Some sound quite useful.
Actually a few of your list are 'old features' of the live client. But that's the idea.
"Goal" position of the unit mean the unit's goal, which is like the target point for a missile unit, or the target location of a unit when it is moving etc.
And yes, you can change race dynamically. I've tried it already. Cheer for the custom race picking.
I could complie a detailed list for other changes on the data editor, if anyone cared. Actually I've already done it when heroes beta starts, while there are new changes since then, though not too much.
Wait, does this "goal" position is like shooting ahead when target unit moves? Like where you need to shoot if target moving with speed X, direction(angle) A, and shooter is in position P and his missile has speed Y?
This is something i did for AI for my jumping/shooting enemies some time ago. Spent some time figuring this out. This is realy cool and important feature for single player maps with lots of AI - controlled creeps and bosses.
Wait, does this "goal" position is like shooting ahead when target unit moves? Like where you need to shoot if target moving with speed X, direction(angle) A, and shooter is in position P and his missile has speed Y?
This is something i did for AI for my jumping/shooting enemies some time ago. Spent some time figuring this out. This is realy cool and important feature for single player maps with lots of AI - controlled creeps and bosses.
I wonder if this work with parabola movers
Nop, it's just that the target point of the missile, nothing else.
I revised LotV models. It's the same format as heroes of the storm. No new chunks or versioning.
Figured as much. The editor and game features (like unit silhouettes when they're behind structures), as well as the container files, are the same as Heroes.
In theory this means that all Blizzard would need to do for players to have good models for all their most loved Blizzard heroes is to link the Heroes of the Storm mod with The Legacy of the Void editor. Obviously one should only expect that only after Heroes of the Storm leaves Beta (as a lot of assets are unfinished or being changed).
Natives to get what type of Heroes of the Storm game it is as well as if hero duplicates are allowed. Likely Blizzard maps only and honestly I am surprised they are still in as they likely have no functionality in LotV . Guess LotV and Heroes of the Storm really do share the exact same engine.
This is could be something pretty huge. Either way it's nice to know that if Heroes does get an arcade (and that is is separate from sc2), that the xml and triggers can just be copy/pasted wholesale.
Nice list by the way! Enjoyable read! Thanks for putting it together!
Downloading the LotV Beta without having an invite takes no third-party software. If you haven't found out how yet, it's really simple. You just need a some kind of command prompt, which comes standard with Windows, Mac, and Linux. You launch the Battle.net App with some special lines and that's all there is to it. It starts downloading as soon as it's launched.
You could potentially do this without even using a command prompt, by just setting a Shortcut's Target parameters with these lines, but I never got that to work. It only worked if I used a command prompt.
This is the lines of code: -game=s2_beta -install
Two dashes (-) does a strikethrough, which makes that look weird here. But you need TWO in front of "game" and "install" like "- -install" (Without a space)
Also, I think the LotV model format is different from Heroes, because I just tried the Heroes to SC2 M3 converter and it didn't work.
EDIT: It does look like you already figured it out, but I'm just making sure.
Downloading the LotV Beta without having an invite takes no third-party software. If you haven't found out how yet, it's really simple. You just need a some kind of command prompt, which comes standard with Windows, Mac, and Linux. You launch the Battle.net App with some special lines and that's all there is to it. It starts downloading as soon as it's launched.
You could potentially do this without even using a command prompt, by just setting a Shortcut's Target parameters with these lines, but I never got that to work. It only worked if I used a command prompt.
This is the lines of code: -game=s2_beta -install
Two dashes (-) does a strikethrough, which makes that look weird here. But you need TWO in front of "game" and "install" like "- -install" (Without a space)
Also, I think the LotV model format is different from Heroes, because I just tried the Heroes to SC2 M3 converter and it didn't work.
Go to the Battle.net Folder, Shift+Right-Click, click "Open Command Prompt Here" and type Battle.net.exe with that code. (Make sure 2 dashes before game=s2_beta and install instead of 1.)
any news about LOTV editor structure changes?
Obvious troll is obvious.
It's same as heroes editor change.
Any sample of the new native list yet?
@AlexO6: Go
Its not trolling when its true
If you really need one.
I was wondering. Anyone who has the beta could download those LotV maps for me (Orbital Shipyard, Ruins of Seras and Lerilak Crest) and send them over? They should download to a BNET folder in AppData or My Documents.
List of native changes (if that list was from LotV)
That are all the changes so far with regards to natives. Some sound quite useful.
@ImperialGood: Go
Actually a few of your list are 'old features' of the live client. But that's the idea.
"Goal" position of the unit mean the unit's goal, which is like the target point for a missile unit, or the target location of a unit when it is moving etc.
And yes, you can change race dynamically. I've tried it already. Cheer for the custom race picking.
I could complie a detailed list for other changes on the data editor, if anyone cared. Actually I've already done it when heroes beta starts, while there are new changes since then, though not too much.
@Renee2islga: Go
Wait, does this "goal" position is like shooting ahead when target unit moves? Like where you need to shoot if target moving with speed X, direction(angle) A, and shooter is in position P and his missile has speed Y?
This is something i did for AI for my jumping/shooting enemies some time ago. Spent some time figuring this out. This is realy cool and important feature for single player maps with lots of AI - controlled creeps and bosses.
I wonder if this work with parabola movers
Nop, it's just that the target point of the missile, nothing else.
I revised LotV models. It's the same format as heroes of the storm. No new chunks or versioning.
Figured as much. The editor and game features (like unit silhouettes when they're behind structures), as well as the container files, are the same as Heroes.
Husky and Sinvicta playing Archon mode:
In theory this means that all Blizzard would need to do for players to have good models for all their most loved Blizzard heroes is to link the Heroes of the Storm mod with The Legacy of the Void editor. Obviously one should only expect that only after Heroes of the Storm leaves Beta (as a lot of assets are unfinished or being changed).
This is could be something pretty huge. Either way it's nice to know that if Heroes does get an arcade (and that is is separate from sc2), that the xml and triggers can just be copy/pasted wholesale.
Nice list by the way! Enjoyable read! Thanks for putting it together!
Some promising items in that list. Hopefully they do what I think it sounds like they do!
Thanks for compiling the list.
@ImperialGood: Go
Downloading the LotV Beta without having an invite takes no third-party software. If you haven't found out how yet, it's really simple. You just need a some kind of command prompt, which comes standard with Windows, Mac, and Linux. You launch the Battle.net App with some special lines and that's all there is to it. It starts downloading as soon as it's launched.
You could potentially do this without even using a command prompt, by just setting a Shortcut's Target parameters with these lines, but I never got that to work. It only worked if I used a command prompt.
This is the lines of code: -game=s2_beta -install
Two dashes (-) does a strikethrough, which makes that look weird here. But you need TWO in front of "game" and "install" like "- -install" (Without a space)
Also, I think the LotV model format is different from Heroes, because I just tried the Heroes to SC2 M3 converter and it didn't work.
EDIT: It does look like you already figured it out, but I'm just making sure.
SC2Mapster Unofficial Discord! - https://discord.gg/DXENztk
doesnt work for me, brings up an error msg
Go to the Battle.net Folder, Shift+Right-Click, click "Open Command Prompt Here" and type Battle.net.exe with that code. (Make sure 2 dashes before game=s2_beta and install instead of 1.)
SC2Mapster Unofficial Discord! - https://discord.gg/DXENztk