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    posted a message on Stopping Auto Attack

    I do not mean auto acquire. I want to have Attack as a single use ability. As in, my Marine shoots once when it is used. If I want him to shoot again, I use it again. I refrained from posting here in case it was easy to find, but I've looked through everything I could think of that could possibly relate to this, and have not found anything. I tried searching for it, but I only found people talking about auto target acquiring.

    I do not want to use triggers to make my unit stop firing. This should be possible with just the Data editor.

    Posted in: Data
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    posted a message on [Outdated] SC2Layout Files: How to adjust them

    EDIT: Solved.

    Posted in: Tutorials
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    posted a message on [RTS/Class Based] Ruthless ( Official Thread )

    About your movement, I found a good workaround.

    Instead of commanding the unit to move to the position of the mouse, it moves the unit relative to the position of the unit. So this is what I have for an action (with Mouse Moved as the event, and the condition that left click is held down):

    Unit - Order Hero[(Triggering player)] to ( Move targeting ((Position of Hero[(Triggering player)]) offset by 1.0 towards (Angle from (Position of Hero[(Triggering player)]) to (Point((Mouse X position in the world), (Mouse Y position in the world), (Mouse Z position in the world)))) degrees)) (Replace Existing Orders)
    

    To be honest, I don't know why this works even though the mouse isn't moving.

    Posted in: Project Workplace
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    posted a message on Mouse clicks and highlights in Relative Camera Mode?

    It works fine outside of relative camera mode.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Mouse clicks and highlights in Relative Camera Mode?

    The patch notes say:

    Quote:

    Mouse clicks and highlights are now allowed while in relative camera mode.

    However, I tried having triggers with mouse click/unit highlight events, and they do not work if I am in relative camera mode. The triggers simply do not execute. Am I missing something?

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on [Info] Patch 1.2 Undocumented Changes
    Quote from BudSMoken: Go

    Blizzard totally fucked us with the mouse position. All we asked for was to be able to get the x,y positon of the mouse. Instead of a function, blizz makes it an EVENT. This EVENT can not be throttled at all. The net traffic generated with 4 players is worthless. Instead of making it a function so that we would read the positon every .3 seconds, instead they make an EVENT that we have no way to throttle.

    Thanks Blizzard for once again not listening to the mapping community.

    I was really excited about it too.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on [Info] Patch 1.2 Undocumented Changes

    @SkrowFunk: Go

    It is indeed very annoying.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Unable to open maps created prior to patch (with Terrain Editor)

    I am unable to open any of my maps I created prior to the patch if I am opening it with the Terrain editor open. Thankfully, the having only the Trigger/Data Editor open works fine, which means I can copy it over to another map. However, I'm wondering if it's just something funky with my maps or if everyone else is also having this issue.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Activision Blizzard

    @OutsiderXE: Go

    No, Vivendi is still it's own thing. Vivendi owned both Activision and Blizzard before they merged. Vivendi decided to merge them, and even from Vivendi's site itself: "The company was formed by combining Activision and Blizzard Entertainment". Vivendi still owns Activision Blizzard.

    Since Activision is responsible for finance, they have separate stock from Vivendi. Activision is now responsible for publishing Blizzard's games. Activision has no effect on Blizzard's game development. However, they have marketing power, which is likely why things such as paid-for in-game pets in WoW exist, and so forth. Balancing, content, Real ID, etc. have no influence from Activision, because those are part of the games itself.

    Posted in: Off-Topic
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    posted a message on Im Done with girls . . . [Solved]
    Quote from ChaosBerserker: Go

    me and my friends made a video of me burning my pubic hair and posting it on Facebook

    That's who I want to date.

    Posted in: Off-Topic
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    posted a message on critical strike in Blizzard Dota is actually using triggers to do the same damage effect again.

    I'm sure their highest priority was to make a perfect critical strike system for a custom map for StarCraft II while they have other more important projects they are probably working on.

    Posted in: General Chat
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    posted a message on Button Trigger Advice

    So I've noticed with several custom games I have played that if you mash the button as fast as you can before it disappears the trigger is executed that many times. As an example, on Red TD you can mash 80% 15 times so that the difficulty remains close to that even if everyone else hits 130% (unless they do the same thing you do, of course).

    To those of you making maps, to avoid this, please add a simple variable to your trigger. If it's multiplayer, just make a boolean variable with an array of the number of players. Call it something like ButtonClicked, defaultly false, and have the button trigger set it to true when the button is clicked, and have the actions only trigger if the variable is false for that player.

    It's very simple to do, and yes, it may only happen on rare occasion, but it's very possible to exploit some maps. It is especially problematic if it does something like give the initial income, so that if it's pressed several times a lot of income is given.

    Posted in: Triggers
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    posted a message on One word Story

    alone.

    Posted in: Off-Topic
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    posted a message on 3ds max put keys automatically every # frames

    I'm not sure if I'm understanding what is happening here, but scaling, rotation, and displacement are 'separate', so if you have a scaling keyframe, adding a rotating keyframe will not affect it. In order to have the scaling change at another keyframe, you'll have to make another scaling keyframe.

    That was probably really improper terminology, but I hope I got the point across.

    Posted in: Artist Tavern
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