• 0

    posted a message on Whos getting Heroes of the Storm and why should I buy it?

    There isn't an editor planned, and they suggested that the Heroes models will be made available in a data pack for sc2, further compounding that there probably won't be an editor. I had a lot of hope for a few Heroes maps, but I strongly believe we won't be seeing that!

    Posted in: Off-Topic
  • 0

    posted a message on Mapster Heroes

    Instructions unclear; made another tug of war map.

    Posted in: General Chat
  • 0

    posted a message on Battlenet lobby issue
    Quote from penguinwars: Go

    Is there anyway to prevent players from resizing bnet teams? I already checked locked teams.

    You can either;

    a) Allow players to swap teams BUT this allows resizing teams

    -or-

    b) Prevent players from swapping teams BUT this also blocks team resizing

    It's unfortunate, but still. I usually go with option a) but add a trigger in the map that detects teams that are over the limit, and throws some players onto the smaller team.

    Posted in: Miscellaneous Development
  • 0

    posted a message on What is actor scope?

    Scope is where the actor came from. If you use an effect to apply a visual to a target, the "caster" scope is the unit that created the effect, while the "target" scope is the unit that the effect was used on. This is especially important when it comes to beams, as you tend to link one end of the beam to a different unit to the other end of the beam.

    There are cases where this doesn't apply, because some things don't have scopes. For example, a behavior has no "caster" scope even if it was applied by a different unit.

    Posted in: Triggers
  • 0

    posted a message on Battlenet lobby issue

    You can't. I'd recommend avoiding triggers that refer to player numbers because it's entirely messed up.

    For example;
    Player 1 joins. Player 1 moves to team 2. He's still player 1, even if he has changed teams, and any trigger that assumes he's part of team 1 will fail. This is completely different to WarCraft 3, where your lobby position was strictly tied to your player number.

    Use player group commands, like "Players On Team 1" etc. It's the only real way.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Is there validator to validate target's weapon range?

    After checking, you can also use a useless field in a unit's stats (say, "Add On Offset X") to be equal to a unit's weapon range. You can then use the "Unit Compare Field" validator to compare ranges.

    Posted in: Data
  • 0

    posted a message on Is there validator to validate target's weapon range?

    Nope. Must either make "combine" variables manually that check the target's unit type (gets messy if you have upgrades that increase range since you need to add in some "or" combines there too), alternatively give each unit a behavior that corresponds to their weapon range. Say, "Weapon Range 6", and use a validator to check which behavior the target has. This causes more lag (not much, but depends on how many units you're using), but is cleaner when it comes to upgrades as you can just disable certain behaviors and enable new ones using your upgrade.

    TL;DR not without workarounds, since weapons aren't strictly part of a unit's base stats.

    Posted in: Data
  • 0

    posted a message on How to avoid many units autocast on a target when 1 cast is enough?

    Yep, markers would work.

    Alternatively you could add a behavior that applies at the start of your persistent, and lasts as long as the cast takes, and use this in your auto-cast validator instead.

    Posted in: Data
  • 0

    posted a message on (Solved) Tint Color not removed at end of ability - issue

    You've not told it what tint you want it to clear in "ClearTintColor 0.500000 Bounce EvadeTintRed".

    I'm also not sure that spaces work in tint names? I'd have to check.

    Posted in: Data
  • 0

    posted a message on (Solved) AoE ability is requiring single unit target - issue

    It uses the first effect in the effect chain to determine the target type. In the case of Psi Storm, this is a persistent effect (not a search effect), and this is indeed set to "Target Point".

    If you set Psi Storm's initial persistent to "Target Unit/Point" as your search effect were, you'd see the same snapping!

    Posted in: Data
  • 0

    posted a message on Hero Line Wars

    Hero update is live. Still needs some polish, but we're getting there.

    I've fixed what bugs I knew of, and it's now live on all servers!

    Moving on to the terrain now. This update will change the terrain to be more akin to the wc3 format. Nice and open. It'll come with a reduction in spawn movement speed.

    Posted in: Project Workplace
  • 0

    posted a message on (Solved) AoE ability is requiring single unit target - issue

    Go to your search effect. Look for "Impact Location +" and change it to "Target Point".

    Posted in: Data
  • 0

    posted a message on (Solved) AoE ability is requiring single unit target - issue

    You need to set "(Basic) Effect:" to your search effect. You should have the search effect be on both the cursor and actual effect.

    The cursor effect is just a visual that attaches to your mouse pointer. (Basic) Effect is what the ability is going to use when you cast it, and hence what the game is trying to snap your target to.

    Posted in: Data
  • 0

    posted a message on (Solved) AoE ability is requiring single unit target - issue

    (Basic) Effect: Effect set to Nexus - Recharge (Apply)

    This is a single target effect, and will always snap to a single target. You need to use a search effect to apply the behavior.

    The cursor effect has no impact on what the ability will snap to. It's purely visual.

    Posted in: Data
  • 0

    posted a message on Ryan Schutter (Game Heart) Joins Blizzard

    Pretty exciting to see a community modder get hired by Blizzard! He did do a lot of work.

    Posted in: General Chat
  • To post a comment, please or register a new account.