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    posted a message on Sending actor message to doodads in region?

    How do I make all doodads in a region of the type Decal Space, recieve the message to have a ting color?

     

    I can't figure out how to use this function:

    Actor -Send actor message Message to all actors that intersect game region Region with their Contact Radius that belong to class Class Filters and match terms Terms

    Posted in: Triggers
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    posted a message on Hide actor for everyone but the owner of the unit?

    How do I hide the actor of a unit, for everyone but the owner of the unit?

    Posted in: Data
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    posted a message on Hide unit from all but the owner

    Is there a way, to hide a unit so only the owner of it can see/interact with it?

     

    I want to have a unit shown to player 1, but hidden from player 2, 3, 4, 5 and 6.

    Posted in: Triggers
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    posted a message on Copy-pasting doodads causes their rotation to very slightly

    Thanks for the reply.

     

    EDIT: 

     

    In reply to DrSuperEvil:

    It does not seem to work properly. I've dublicated the actor of the doodad I want, and when I use the Rotate 90 degrees hotkey. it still get's some random angles. Is this something else, or did the fix not work?

    Posted in: Data
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    posted a message on Copy-pasting doodads causes their rotation to very slightly

    When I copy/paste doodads, they often change the rotation slightly (from 90 degrees to 89.78 or something like that).

     

    Does anyone have any idea how to disable/fix this?

    Posted in: Data
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    posted a message on Tower defense with +7000 doodads?

    I've made the terrain for a tower defense map I've had in my mind for some time. The thing is, most of the terrain is made with walls made of several doodads each. This means that the final amount of doodads in my map gets close to 7300 doodads. 

     

    My intention is to have 8 players each spawn close to 100 units each round.

     

    Would this be able to run smoothly? Or do I have to redo it with significantly less doodads?

    Posted in: Terrain
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    posted a message on Any news/rumors on increased map sice (bigger than 256x256)?

    In reply to DeltaCadimus:

     Exactly - I'd also love to have additional cliff levels. Probably not that desired in melee maps, but would be much appriciated for custom maps.
    Posted in: General Chat
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    posted a message on Any news/rumors on increased map sice (bigger than 256x256)?

    In reply to DrSuperEvil:

     I'd assume this would not be a big announcement, since it would only affect map makers. And yea - I have a RPG projekt on my mind, but it really needs larger map bounds. 
    Posted in: General Chat
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    posted a message on Any news/rumors on increased map sice (bigger than 256x256)?

    I've been out of touch with Sc2 for a while, and I wanted to know, if there has been any news/rumors on increasing the max sice for Sc2 maps, so you're able to create create maps like 512x512.

    Posted in: General Chat
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    posted a message on Inlay (splat textures) - which one goes on top?

    I'm using the Slayn Road and Slayn Inlay and I'm having trouble deciding which one goes on top, resulting in this:

     

    Any way to determine which one goes on top?

    Posted in: Terrain
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    posted a message on Integer max value
    Quote from DrSuperEvil >>

    You could have an integer for each 3 digits of the experience. 

     Could you elaborate? I'm not sure what you mean.
    Also I am not sure if the Veterancy type behaviour can hold that much experience.
     That's the reason I'm creating my own system. The Veterancy Behavior can't hold that much exp.
    Posted in: Triggers
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    posted a message on Integer max value

    Do Integer variables have an upper limit? I wanna create a custom leveling system, in which a hero unit can reach lvl 200. To reach lvl 200, the unit requires 333474250 exp (in total). Is this possible to store in an integer variable, or should I downscale the numbers?

    Posted in: Triggers
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    posted a message on Region blocking sight?

    Can I make a region block sight? 

     

    I've made a maze with doodads, in which I wan't to make the walls work as LOS blockers, but the 1x1 blockers covers too much, making the wall doodads fogged. So I though that maybe I could make a region block sight?

    Posted in: Triggers
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    posted a message on Line of Sight blocker - X and Y cords 0.5

    I wanna create a LOS blocker, which can be placed at a .5 cord (example X: 10.5 and Y: 10.5).

     

    How do I achive this?

    Posted in: Data
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    posted a message on Damage system with stats

    Follow up question:

    Using a setup like the one you suggested, won't this cause latancy/lag issues with big spells with many damage over time effects?

    Posted in: Triggers
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