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.
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.
Just wait until you have 2.10 and see the changes for yourself. The ones you're arguing with me about are all direct errors that I had to change from 2.09 maps. Either the mechanics have changed, or the error reporting has changed. I can give you a screenshot if you want.
Well. most of the things you listed here were actually added long time ago, or long long time ago...expect the Damage Modifier Source, the energy shield and the grid color.
And the taunt, day/night cycle, randomize damages were there at the first day of 2010 wol beta.
Rally in create unit and autocast state in modify unit were added in 2.0, lock tab is in 1.5.x
I said changed, not new. You may or may not be right about the rally, taunt, autocast, rand damage and tab locking. Wrong about the rest.
A list of random changes I noticed, in no particular order. Excluding changes mentioned already in this thread.
Hero attributes are now center-justified. Was left.
Train abilities can be set to auto-cast
Units can have energy shields (as in the same as regular shields, but using energy), including energy armor
Trigger editor is laggier than before
Data editor is MUCH faster than before, especially when loading models
In-game models also load basically instantly. Apparently no need to pre-load models anymore.
I've not noticed a single "lost" model graphic (sometimes the first time a model is used, it'll just not be displayed)
There is now an inbuilt "dawn and dusk" cycle. Not sure how it works. Affects unit sight radius.
Sight radius is now clamped at 15 without behaviours (was 32)
You can now lock tabs in the data editor, preventing them from being moved
The basics for a new mechanic called "taunt" appear.
You can now alter the colours of the placement grid cells
"Create Unit" effect can now use Rally commands
"Damage" effects have some new WC3 style entries, including damage variances and something called "recycle"
Nearly every effect now has a "Damage Modifier Source" field. No clue what this is.
Modify Unit effects can now transfer auto-cast settings
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.
I don't know what you think the word "change" means, but it doesn't. Not going to continue this pointless discussion.
Just wait until you have 2.10 and see the changes for yourself. The ones you're arguing with me about are all direct errors that I had to change from 2.09 maps. Either the mechanics have changed, or the error reporting has changed. I can give you a screenshot if you want.
I said changed, not new. You may or may not be right about the rally, taunt, autocast, rand damage and tab locking. Wrong about the rest.
Data -> Game UI Data -> Search "placement"
A list of random changes I noticed, in no particular order. Excluding changes mentioned already in this thread.
Hero attributes are now center-justified. Was left.
Train abilities can be set to auto-cast
Units can have energy shields (as in the same as regular shields, but using energy), including energy armor
Trigger editor is laggier than before
Data editor is MUCH faster than before, especially when loading models
In-game models also load basically instantly. Apparently no need to pre-load models anymore.
I've not noticed a single "lost" model graphic (sometimes the first time a model is used, it'll just not be displayed)
There is now an inbuilt "dawn and dusk" cycle. Not sure how it works. Affects unit sight radius.
Sight radius is now clamped at 15 without behaviours (was 32)
You can now lock tabs in the data editor, preventing them from being moved
The basics for a new mechanic called "taunt" appear.
You can now alter the colours of the placement grid cells
"Create Unit" effect can now use Rally commands
"Damage" effects have some new WC3 style entries, including damage variances and something called "recycle"
Nearly every effect now has a "Damage Modifier Source" field. No clue what this is.
Modify Unit effects can now transfer auto-cast settings
Seems pretty live to me.
It seems that it's no longer possible to disable physics on a model. Not ideal.
I didn't. They were a pain to tell apart, especially +1 and +2. Pretty sure that's exactly why they were changed.
Excellent additions.