Well, hidden is invisible, but not in the same as burrowed/cloaked, generally nothing should include hidden unless you know what you are doing and are doing it purposely.
Most abilities have more than one command available to them, commands are what gets mapped to buttons, what you are seeing in GUI are the buttons. Galaxy and Data you just specify the index.
Example would be move, which has several commands like turn, move, etc.
Well, abilities don't require you to click the mouse, commands do which is a user interface concept.
So, no it's not possible from data but there's nothing stopping you from implementing a new interaction model using triggers.
Yea well my reasoning for using a morph is the fact that the unit will not have the same mover, collision flags etc for the two different states, validators for the transport ability is obviously needed. e.g if unit type is Hercules (Air)
Where Critical Hit would be a damage effect that does 0 damage.
I have a few ideas on a data approach, basically just duplicate the damage effect and give it a chance to proc. But IMO this is so much cleaner to just do as code, as you can do the maths however you need to.
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Well, hidden is invisible, but not in the same as burrowed/cloaked, generally nothing should include hidden unless you know what you are doing and are doing it purposely.
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Hidden.
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Most abilities have more than one command available to them, commands are what gets mapped to buttons, what you are seeing in GUI are the buttons. Galaxy and Data you just specify the index. Example would be move, which has several commands like turn, move, etc.
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OneTwo's RPG is the new Duke Nukem Forever ;) Anyhow, why not use revive time as respawn time?
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@UninvitedSC: Go
Screenshots are of inferior quality, post it as text instead.
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My workstation died about a month ago and haven't recovered the data on the drives yet, but i do have various pieces floating around the web.
Blue
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Ignore terrain height while jumping (Height becomes absolute).
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Smart cast, i.e smart click/smart command still requires you to click ;)
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Well, abilities don't require you to click the mouse, commands do which is a user interface concept. So, no it's not possible from data but there's nothing stopping you from implementing a new interaction model using triggers.
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@BorgDragon: Go
Yea well my reasoning for using a morph is the fact that the unit will not have the same mover, collision flags etc for the two different states, validators for the transport ability is obviously needed. e.g if unit type is Hercules (Air)
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Where Critical Hit would be a damage effect that does 0 damage.
I have a few ideas on a data approach, basically just duplicate the damage effect and give it a chance to proc. But IMO this is so much cleaner to just do as code, as you can do the maths however you need to.
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@xDiehard666x: Go
Would implement the unit as a morph instead, no need for any triggers here.
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Share Radius of 0 should do the trick.
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