Hmm If you have carefully looked through the whole thread, you can tell that I updated to patch 2.0.10 two days ago.
I had suggested you to have a test before you post. But it seems you didn't.
I can image what your screenshoot would like, an error message says:
'Invalid sight for unit 'Marine'. Sight = 32, Bonus from Dawn = 0. Total is 32 but will get clamped to 15.'
They added this error message in 2.0.10 doesn't mean the game doesn't work in this way in previous build. Dawn and Dusk bonus aren't new, neither the '15' clamp. And you can uncheck the 'UseLineOfSight' flag to increase it to 32.
Fortunately, I still have a 1.5 beta build, a 2.0 beta build, and a 2.0.9 build.(Also a 2.0.10 build). So I can test and verify it.
I don't know what you think the word "change" means, but it doesn't. Not going to continue this pointless discussion.
Also, @Renee i did some tests yesterday regarding actor phasing and was not able to get any results. I used the player filter actor messages but they didnt seem to do anything. Would be interrested to know if phasing really works natively now, especially for replays (Since the old method failed there).
From my tests. The player filter seems only works on non-unit actor types, like models and doodads.
Unit actors seems can't be phased by them. At least it's the current test result.
Yea it does, that's kinda stupid limits the largest use for it.
Guess Gax3 won't be useless.
There are two problems with GAx3.
First off, im afraid that the method gets broken with every patch Blizzard is releasing, simply because its more of a hack than a solid implementation.
Second, it doesnt work in replays, which can be quite annoying and confusing for people.
So yeah, even though GAx3 is great I would really prefer an official, native implementation. I dont quite understand why they didnt fully support all actor types with this step.
Sounds way to unflexible and complex. In addition its bad for performance since there is always twice as much models in the game than needed (For each "phased" unit at least).
Sounds way to unflexible and complex. In addition its bad for performance since there is always twice as much models in the game than needed (For each "phased" unit at least).
Actors take up practically zero processing power if their animations are disabled. Alternatively you can just resize "invisible unit" models to match what you want in terms of selection size.
Either way, the method works perfectly and is equally as flexible as just using a regular unit actor so long as you know how to set up the attachment properly.
Anyone want to help me figure out how the pitch and roll rotation on doodads is done? I want to figure out how to do it dynamically with triggers, but have a bad feeling it's not actually possible, and you have to stick with old super-buggy solutions of cramming vectors into the Set Rotation actor message.
Anyone want to help me figure out how the pitch and roll rotation on doodads is done? I want to figure out how to do it dynamically with triggers, but have a bad feeling it's not actually possible, and you have to stick with old super-buggy solutions of cramming vectors into the Set Rotation actor message.
I don't know how to do it with triggers, but shift+alt+mouse and ctrl + alt+ mouse will pitch and roll it.
Trigger version 'Set Rotation' has been fixed in a early build.
Something was fixed but it's not really enough. If you try rotating pitch/yaw/roll individually, it works fine at first, but try to do complex rotations and the rotation gets "polluted" somehow and trying to roll the object rotates it in multiple axes at once.
The trigger code for using Set Rotation has been rewritten so many times in the community I doubt there's still mistakes there, so I was hoping there's another way with this patch, but it really looks like this pitch/yaw/roll functionality is limited to doodads in the terrain editor..
Yeah I felt like using it for decals, all they had to do is add the fields for Actors - any kind of actors, then you could pitch or roll units and doodads and models.
Anybody else getting a "preparing game data" message whenever you hit "test map" that only adds to the already absurdly long time it takes to load a map?
That was one of the things I didn't like, when I was testing all of my maps belonging to my project. That's something someone should talk to Blizzard about. And the first time, I thought SC II had frozen, crashed or something.
I don't know what you think the word "change" means, but it doesn't. Not going to continue this pointless discussion.
Sigh. That's not a word game. 'Added an error message' can be called as a 'change', yes.
But that's not the point - what you said is 'Sight radius is now clamped at 15 without behaviours (was 32)'. - They are totaly different things.
From my tests. The player filter seems only works on non-unit actor types, like models and doodads.
Unit actors seems can't be phased by them. At least it's the current test result.
That would explain my results, since I used a unit to test it.
However, this quite sucks. If units cant be phased it really limits the possibilities.
@Mille25: Go
Yea it does, that's kinda stupid limits the largest use for it.
Guess Gax3 won't be useless.
There are two problems with GAx3.
First off, im afraid that the method gets broken with every patch Blizzard is releasing, simply because its more of a hack than a solid implementation.
Second, it doesnt work in replays, which can be quite annoying and confusing for people.
So yeah, even though GAx3 is great I would really prefer an official, native implementation. I dont quite understand why they didnt fully support all actor types with this step.
@Eiviyn: Go
Sounds way to unflexible and complex. In addition its bad for performance since there is always twice as much models in the game than needed (For each "phased" unit at least).
Actors take up practically zero processing power if their animations are disabled. Alternatively you can just resize "invisible unit" models to match what you want in terms of selection size.
Either way, the method works perfectly and is equally as flexible as just using a regular unit actor so long as you know how to set up the attachment properly.
Christmas in August the first, is amazing, OMG I can't Wait to see the possibilities on WTE!
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Compiled everything I found into the list:
http://www.sc2mapster.com/forums/general/general-chat/55965-2-0-10-undocumented-editor-changes/#p1
Anyone want to help me figure out how the pitch and roll rotation on doodads is done? I want to figure out how to do it dynamically with triggers, but have a bad feeling it's not actually possible, and you have to stick with old super-buggy solutions of cramming vectors into the Set Rotation actor message.
I don't know how to do it with triggers, but shift+alt+mouse and ctrl + alt+ mouse will pitch and roll it.
Trigger version 'Set Rotation' has been fixed in a early build.
Something was fixed but it's not really enough. If you try rotating pitch/yaw/roll individually, it works fine at first, but try to do complex rotations and the rotation gets "polluted" somehow and trying to roll the object rotates it in multiple axes at once.
The trigger code for using Set Rotation has been rewritten so many times in the community I doubt there's still mistakes there, so I was hoping there's another way with this patch, but it really looks like this pitch/yaw/roll functionality is limited to doodads in the terrain editor..
@zorbotron: Go
Yeah I felt like using it for decals, all they had to do is add the fields for Actors - any kind of actors, then you could pitch or roll units and doodads and models.
Anybody else getting a "preparing game data" message whenever you hit "test map" that only adds to the already absurdly long time it takes to load a map?
@Gradius12: Go
That was one of the things I didn't like, when I was testing all of my maps belonging to my project. That's something someone should talk to Blizzard about. And the first time, I thought SC II had frozen, crashed or something.
Ive already reported this bug and its getting fixed soon.