I was reading this thread (below) and decided to make a general-unit-attacher engine for everyone to use. Make sure to read all of my commentary. Feel free to compare my version to the original version (made by Flirer).
Yes but you have the advantage of making individual parts attack-able/targetable and general full control over each individual attachment. You may also need something that continually transforms via Hide/Unhiding units that are already attached to it. I can assure you that this trigger succeed in many places where the data editor fails and equally fails in many places where the data editor succeeds. Think outside the box a little. It was the
limitation of the data editor that led me to find that old thread and build upon it.
It also works seamlessly for slow moving units (or fast units with slow acceleration) and units with slow turn rates.
I was reading this thread (below) and decided to make a general-unit-attacher engine for everyone to use. Make sure to read all of my commentary. Feel free to compare my version to the original version (made by Flirer).
http://sc2mod.com/board/index.php?page=Thread&threadID=89
Suggestions to improve the engine (or add to) are welcome.
EDIT: Request title change to "Unit Attaching Engine" and Move to "Trigger Library" sub-forum.
@EdwardSolomon: Go
I can't makes changes if you guys don't comment.
not something I would use. am more a data only for stuff like this. more stable. works cleaner.
suggestions. make it a library for easy implantation
@Jackolas: Go
Yes but you have the advantage of making individual parts attack-able/targetable and general full control over each individual attachment. You may also need something that continually transforms via Hide/Unhiding units that are already attached to it. I can assure you that this trigger succeed in many places where the data editor fails and equally fails in many places where the data editor succeeds. Think outside the box a little. It was the limitation of the data editor that led me to find that old thread and build upon it.
It also works seamlessly for slow moving units (or fast units with slow acceleration) and units with slow turn rates.