"Ready" and "Alert" (maybe more) sounds change the volume of the game's sound channels while they're active, like it'll cut out the ambient and other channels while it's running, no settings on the Sound object seem to be the cause of this, this better not be hardcoded through the Actor Sounds+ property.
I made a footprint that has Placement Apply with "Boost Cliff" checked, gave it to a unit that has Unit - Boosted Cliff Level set to a value bigger than zero, but it doesn't do anything.
Checked:
- doesn't affect pathing or height
- doesn't create high ground advantage (units outside the footprint can return fire to units inside the footprint)
I'm talking about dynamic deformation like with a Terrain Deformer actor, even with a small deformation the game camera will clip (show empty black areas) around the edges of the screen when you're moving it around the deformation, any way to avoid this?
Data really shouldn't change if you leave out the Multi dependency, but some stuff might still go through, look at how Blizz broke the Hybrid/Zeratul blinking animations even in the campaign when they only wanted to edit the Stalker blink for instance.
Why is it that sometimes created actors (via trigger) will dissapear when physics debris is tossed their way or if a building lands nearby?
Something similar happens after you rotate something with actor messages though it just resets the rotation instead of dissapearing.
The only workaround for this seems to be having a whole unit for the actor and only working with the unit, but this is pretty awkward.
I think you have the LibertyCampaign dependency at the top, you can change it so Multi is on top, or maybe try copy pasting all the values from the "LibertyMulti" CreepTumour to the "LibertyCampaign" one.
It's probably easier to place a large swath of a terrain type in the editor and photoshop a chunk of it to make it a tiling texture, compared to actually working with the game files which have everything split into lots of tiny fragments.
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"Ready" and "Alert" (maybe more) sounds change the volume of the game's sound channels while they're active, like it'll cut out the ambient and other channels while it's running, no settings on the Sound object seem to be the cause of this, this better not be hardcoded through the Actor Sounds+ property.
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Very small issue but Nuke Drop and Nuke Seek sounds appear to be different (and suckier, naturlich), originals look like they're gone too.
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I made a footprint that has Placement Apply with "Boost Cliff" checked, gave it to a unit that has Unit - Boosted Cliff Level set to a value bigger than zero, but it doesn't do anything.
Checked:
- doesn't affect pathing or height
- doesn't create high ground advantage (units outside the footprint can return fire to units inside the footprint)
WTFail?
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I'm talking about dynamic deformation like with a Terrain Deformer actor, even with a small deformation the game camera will clip (show empty black areas) around the edges of the screen when you're moving it around the deformation, any way to avoid this?
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@Terhonator: Go
Data really shouldn't change if you leave out the Multi dependency, but some stuff might still go through, look at how Blizz broke the Hybrid/Zeratul blinking animations even in the campaign when they only wanted to edit the Stalker blink for instance.
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Why is it that sometimes created actors (via trigger) will dissapear when physics debris is tossed their way or if a building lands nearby? Something similar happens after you rotate something with actor messages though it just resets the rotation instead of dissapearing.
The only workaround for this seems to be having a whole unit for the actor and only working with the unit, but this is pretty awkward.
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@SoulFilcher: Go
Just one model would be enough actually since you can run the "Texture Select by id" actor message on a unit's portrait to replace its textures.
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What about the Pause/Unpause Unit trigger action?
They can't do anything, orders are remembered, you can kill them as normal.
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@Scbroodsc2: Go
I think you have the LibertyCampaign dependency at the top, you can change it so Multi is on top, or maybe try copy pasting all the values from the "LibertyMulti" CreepTumour to the "LibertyCampaign" one.
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If this is the problem then you could try using this trigger action called "engine reset", it might recompile the shaders.
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@Pshyched: Go
That's good cause the setting of it is definitely interesting, you should give the project a shot.
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I wanted to check this out but looks like it's not on EU.
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@onslaughtbear: Go
Try removing the "Required: Visible" target filter for the Weapon, might need to do this for the Attack ability (not weapon) as well
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@booseek: Go
There are doodads called "Pathing and Sight Blocker" you can use.
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@ST4RKiLL3R: Go
It's probably easier to place a large swath of a terrain type in the editor and photoshop a chunk of it to make it a tiling texture, compared to actually working with the game files which have everything split into lots of tiny fragments.