Damage Unit trigger seems to be broken... it can't load the Attacker parameter if it's a Unit Group index or even a direct unit value from the map
edit: no it was something else, can't delete this now lul
There's been a small change in how Vitals are handled, if you change a unit's max energy with a behavior, its current energy will get updated to the new maximum.
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..
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.
In my experience it was impossible to control the order weapons are displayed in, if you're adding/removing weapons.
The only way to fix the order was to add to the unit all the weapons that the unit could ever have, and disable+hide the ones that should start inactive. Then when you activate/deactivate weapons they will show in the right order.
No. Another reason why StarCraft and WarCraft III maps were better, was because the voice-acting, sound effects and music were amazing. The default StarCraft II sounds are vomit inducing.
That's kind of true, it takes a lot of work to find stuff like sounds, doodads that feel right.
The texture could be more chrome-like, as in the original, problem is then it might clash with the rest of the buildings which look more like plastic. So I don't know, experiment with chrome and shine perhaps.
Nice to see the 37 in there,
For multiplayer campaigns, players will have to pick and play each map manually.
You can use banks to check players' progress and prevent them from playing maps out of order, annoying but it would work.
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Damage Unit trigger seems to be broken... it can't load the Attacker parameter if it's a Unit Group index or even a direct unit value from the mapedit: no it was something else, can't delete this now lul0
There's been a small change in how Vitals are handled, if you change a unit's max energy with a behavior, its current energy will get updated to the new maximum.
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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..
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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.
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Yeah, I'm blown away by that too. Somebody pinch me.
Can anyone test it please? And especially test if you can perform 3d rotation dynamically with triggers (send actor message to doodad/unit)
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Also make sure you're putting the validator on the behavior and not the ability's effects.
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@abvdzh: Go
In my experience it was impossible to control the order weapons are displayed in, if you're adding/removing weapons. The only way to fix the order was to add to the unit all the weapons that the unit could ever have, and disable+hide the ones that should start inactive. Then when you activate/deactivate weapons they will show in the right order.
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Didn't I see this before but without HOTS doodads? Looks great still.
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That's kind of true, it takes a lot of work to find stuff like sounds, doodads that feel right.
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The texture could be more chrome-like, as in the original, problem is then it might clash with the rest of the buildings which look more like plastic. So I don't know, experiment with chrome and shine perhaps. Nice to see the 37 in there,
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Models will need to be edited in something like Blender.
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Looks great. And if you want the water to end in a basin...just lower the doodad height so the last basin is at ground level.
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For multiplayer campaigns, players will have to pick and play each map manually.
You can use banks to check players' progress and prevent them from playing maps out of order, annoying but it would work.
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Ugh it was just the 'abort alliance flag' on the ability, this is what I get for editing at 1 am.
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How can I disable this? I couldn't find an obvious way. I just want the ability to keep channeling even if the target changes players.