That looks crazy! Well done!
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May 1, 2018Scbroodsc2 posted a message on How to make the Phoenix focus fire on a unit while moving?Posted in: Data
It's pretty much it. And if it does not find any potential target with the buff just pick the closest, like it's doing by default.
Apr 24, 2018Scbroodsc2 posted a message on Premium Arcade Maps are almost here... What do you think about it?Posted in: General Chat
When i read that I feel like it's against their own rules, isn't it? But at the same time, it's not adding a previlege for someone above someone else, like the desert strike ish map, it's just cosmetics, and the other one is single player. So I guess in that sense it could be acceptable.
Mar 23, 2018Posted in: Triggers
When I look at this trigger what comes to my mind is, how does it tracks the order? It's only cycling through all active players and then set or not if that player should be first. But it's not creating a list of players based on their score at all? To me something is missing to keep track of eatch player's position. But i don't have the time to search for an example.
Mar 7, 2018Posted in: Triggers
I've tried and it seems to work? Only thing is when attaching a unit on a unit it bugs a bit telling there are 2 persisting actors. But the attached unit is tinted and attached.
Is your unit created? Raynor on the elevator? And if you test if the actor =/= no actor to see if the variable is the problem?
Mar 1, 2018Posted in: General Chat
I just merged it as well... and I like how in the faq about the merge it says the benefits of that is just not having to remember 2 passwords... To me it's just making it riskier by having many sites linked with the same password, but thats my point of view.
(As of writing this I also want to see if my username changed and posts count...)
Edit: seems fine for me.
Jan 9, 2018Scbroodsc2 posted a message on Not able to spawn unit : Error: Parameter ouf bounds in 'sUnitCreate' ...Posted in: Triggers
You can always try to narrow down which part of your trigger is not working. If you think its the "Zone" variable then try to set it to a fixed zone instead of picked integer. If it no more does the error, then the picked int is too big for the "Zone" array. You can always add a Text Message trigger which convert int to text so it tells you what value is the picked int. It can help to understand what's going on.
Jan 8, 2018Posted in: Miscellaneous Development
For the dependency, it depends. Usually only "Void (Mod)" can be fine. If you notice that you want doodads that are taken in picture but does not appear in your list when searching for them it might be because you need "Void (Campaign)". The Nova ops dependency can be interesting as well as it contains quite a couple nice looking doodads. The warcraft 3 mod is not necessairy except if you wish to use stuff from that game, but there is way enough to explore within the sc2 doodads and they are usually looking better than the Wc3 arts.
About bridges, there are some doodads that can do just that and have pathing on them, but it can be tricky to place between 2 cliffs and can sometimes have some issues near the edges where a unit would look like falling far down and then come back up while moving across or entering it. Note as well there is no multi level pathing in sc2. You cannot have a bridge over another bridge for example, or passing under a bridge.
There are different way of creating a bridge.
1. Using doodads.
Pro: Easy to setup, looks great
Con: Changing cliff heigh can be buggy and require painting pathing, a bridge above lowest ground level will not work great, not all doodads has pathing on them (although you can use one of the new doodads that is a plane with pathing so any sort of doodads can look like a bridge even a fallen tree or clouds)
2. Using terrain and hide cells.
Pro: Works great whatever the cliff heigh
Con: Trickier to setup, must hide cells and thus must hide the holes that it creates in the wall with other doodads, the doodads used can have footprint that you must remove in the data, it's much harder to make it look good.
3. Using terrain and textures.
Pro: Easy to setup, efficient, looks great
Con: You can see the cliff's wall, you can always hide it behind other doodads or try to place something to make it look black... Up to you.
After that it depends how much time you want to invest, what you want to do, what you consider great / good looking, and you can trick around by using water, fog, and other stuff like that to hide parts of the terrain that looks bad. (Picture 4)
Jan 8, 2018Posted in: Miscellaneous Development
Hey there, if a model does not load, it will return the blank model which is the sphere. It could be due to missing dependency. Note as well that terrain objects and doodads are very different things. Terrain objects will have a predefined height, custom collisions and custom hidden terrain cells. For example, in the campaign there was a big icy thing and as you approach it, half of it falls. That's a terrain objects. Or things like windows on the ground which hides the ground. I want to point out though that terrains objects can be very buggy. It tends to screw up the terrain and cause issues more than it adds beauty to the map, personal experience. They can be very interesting but only in specefic situation like flat areas and without using ctrl+Z. Using ctrl+Z to undo a placed terrain object it can screw up the terrain sometime, ideally you have to select it and delete it. I would just avoid using terrain object if I was you.
For the doodads, if you select a doodad or a group of doodads, you can press Enter to open the property box in which you can set different things like scale, pitch, yaw, roll, tint, variations, etc. And in the editor there is no way to see all models under the same doodads all at the same time...except, that was until I create this... https://www.sc2mapster.com/projects/all-doodads You can either download them all and place them into folders on your computer or you can also go here: http://www.screference.op74.net/ and have the same list online. I've made all those images. So now it's alot more easier to just scroll and see all the potential useful models without searching for hours and losing inspiration...
To create a bridge, simply use the normal terrain and place with the texture and doodads to make it look like a bridge. It does not work like in SC1 anymore. ;)
Jan 8, 2018Posted in: Data
Kinetics are awesome, but they have a little gap where it's not "perfectly precise" thus in the long run it tends to slow down or speed up depending on the unit's movement. As DrSuperEvil said, you would need something external that can replace the unit to a normal range, either data or trigger.
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