Well, marine by default use that flag, and probably a lot more unit do as well, so nothing wrong with it.
I'm still with the fact that is something wrong with other things that detect when unit die.
PS: just because you 'do not see the corps' it doesn't mean that there's no corps, as I said before, it takes some time (seconds) till the unit is completely removed from the game (the corps was not on the ground anymore).
Probably not, probably some other trigger running for each unit that dies, I'll test it right now and post the result soon'ish :)
EDIT: Well, exactly as I said.
I did a simple test, and it is: Create 10000 (yes, ten milions) of marines and kill it. Obvious it lag because the engine can't handle so much unit at time (actually it can, and handled it O_o), but after all the unit is killed and all the corps is in the ground, it stay with 5 fps till the corps start to dissipate (well, not exactly when start, but after some 5-10 seconds, probably because of the animation, it is fully removed from the game) my fps restored to 100%.
If you want, fell free to test this:
--------------
General - Pick each integer from 1 to 10000, and do (Actions)
Unit - Create 1 Marine for player 1 at (Center of (Entire map)) using default facing (No Options)
It's SHIFT, and it will active the Ignore Placement Requirements of that doodad, also can be found by double clicking in a doodad already on your map and check the checkbox.
Your model has nothing wrong... What is wrong is the data in the model of that actor.
Here how it work: We got variations of trees, rocks, etc.... So to 'prevent' another field in the editor to 'Create Group of Model', the Blizzard handled it in a cool way (Warcraft III has the same method).
Import your model with _01, _02, _03, etc or _001, _002, etc...
So the tree would be: Tree_01.m3 / Tree_02.m3 / Tree_03.m3 / etc
In the model of that actor, find the file of model, and you see it's only Tree.m3, the editor itself add the _01, _02 etc if he can't find exactly the file Tree.m3
How to 'fix' it, it's pretty simple, change the file from Tree.m3 to one of the variations, for example Tree_03.m3, so now it will ALWAYS that file model for that actor, and not a random dynamic generated model file.
Why are you using a old-styled to execute a single trigger in GUI?
Just create a function with those parameters and call it... Would make a lot more sense and you can 'set the variable' to the parameters of the function.
Edit: Added a demo map for better understandable. :)
Your main problem is that you'll need to implement it INSIDE the WASD move system, everytime you move your camera with one of the buttons, you'll have to 'upgrade' the MouseX/Y/Z location BASED the amount moved (I don't know how your WASD is set'd up, so I can't provide you a demo map trying to replicate it.
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Actually, it can only use a directly value or a constant.
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Arcane, it is not a exclusive function of constants, it can be easily be done using a normal integer.
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A variable that is unmodified inside the game. (ie: set constant_variable = X will not work, since it is constant)
Public resources (systems) is a good example of it. It's not 'better', is just a variable that can't be changed inside the game.
People use it in system for things like:
constant real imageX = 100
constant real imageY = 170
Because the imported image has this dimension, more like a configuration thing.
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Well, marine by default use that flag, and probably a lot more unit do as well, so nothing wrong with it.
I'm still with the fact that is something wrong with other things that detect when unit die.
PS: just because you 'do not see the corps' it doesn't mean that there's no corps, as I said before, it takes some time (seconds) till the unit is completely removed from the game (the corps was not on the ground anymore).
0
Probably not, probably some other trigger running for each unit that dies, I'll test it right now and post the result soon'ish :)
EDIT: Well, exactly as I said.
I did a simple test, and it is: Create 10000 (yes, ten milions) of marines and kill it. Obvious it lag because the engine can't handle so much unit at time (actually it can, and handled it O_o), but after all the unit is killed and all the corps is in the ground, it stay with 5 fps till the corps start to dissipate (well, not exactly when start, but after some 5-10 seconds, probably because of the animation, it is fully removed from the game) my fps restored to 100%.
If you want, fell free to test this:
--------------General - Pick each integer from 1 to 10000, and do (Actions)
Unit - Create 1 Marine for player 1 at (Center of (Entire map)) using default facing (No Options)
Unit - Kill (Last created unit)
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I suggest you to write a 'temporary' bank and load it.
Unless there's action that I didn't know (since I don't see a real use for that)
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This one?
http://cafefiles.naver.net/20140125_197/jaeil468_1390654962579QzQkx_JPEG/Screenshot2014-01-25_21_38_41.jpg
If so, have fun :)
Download
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Naming of triggers? What did you mean?
You already has a search function for triggers, I don't get what you want exactly.
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Try this:
Events - Any unit enter in region (all map)
Conditions - Unit type of (Triggering unit) == Barrack
Actions - *Your actions*
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It's SHIFT, and it will active the Ignore Placement Requirements of that doodad, also can be found by double clicking in a doodad already on your map and check the checkbox.
0
Your model has nothing wrong... What is wrong is the data in the model of that actor.
Here how it work: We got variations of trees, rocks, etc.... So to 'prevent' another field in the editor to 'Create Group of Model', the Blizzard handled it in a cool way (Warcraft III has the same method).
Import your model with _01, _02, _03, etc or _001, _002, etc...
So the tree would be: Tree_01.m3 / Tree_02.m3 / Tree_03.m3 / etc
In the model of that actor, find the file of model, and you see it's only Tree.m3, the editor itself add the _01, _02 etc if he can't find exactly the file Tree.m3
How to 'fix' it, it's pretty simple, change the file from Tree.m3 to one of the variations, for example Tree_03.m3, so now it will ALWAYS that file model for that actor, and not a random dynamic generated model file.
0
It reduce damage if you set it to reduce the damage, otherwise, it'll ignore the armor (damage armor to 0).
0
Why are you using a old-styled to execute a single trigger in GUI?
Just create a function with those parameters and call it... Would make a lot more sense and you can 'set the variable' to the parameters of the function.
Edit: Added a demo map for better understandable. :)
0
Your main problem is that you'll need to implement it INSIDE the WASD move system, everytime you move your camera with one of the buttons, you'll have to 'upgrade' the MouseX/Y/Z location BASED the amount moved (I don't know how your WASD is set'd up, so I can't provide you a demo map trying to replicate it.
0
So instead of mouse world position, you'll need to get player screen position