Create a Validator with of type Unit Compare Behaviour Count, make it compare greater than or equal to 1. Set the behaviour field to the behaviour in question, Unit as Caster.
Just an annoying little editor bug, regardless of what i do this vertex refuses to move!
Even after flattening the half of the terrain, deleting half the map and copy/paste/flip from the other side it reappears.
Thus i have concluded that the map editor is in fact haunted by vertex mind controlling Ghosts.
More of a gotcha/GE weirdness post than anything solvable, the vertex just refuses to be influenced by anything.
Depends on how you define parameters, SC2's event model seems to be very different from the normal paradigm, probably due to being synchronous.
Anyways, race conditions do seem occur between event callbacks, i.e
boolgt_A_Func(booltestConds,boolrunActions){if(!runActions){returntrue;}Wait(10)// if trigger B has called at this time, // it will point to whichever player triggered that event.TriggerDebugOutput(1,IntToText(EventPlayer()),true);}boolgt_B_Func(booltestConds,boolrunActions){if(!runActions){returntrue;}TriggerDebugOutput(1,IntToText(EventPlayer()),true);}
By this fact it's a rather safe bet that EventPlayer etc are globals. (would have assumed it was thread local but that's not the case)
Native events don't really have parameters tho, it's all functions which return a global value.
You'll notice that if you wait in an event handler you will in fact get a race condition.
You can turn on camera move events tho, and you can even lock camera to mouse movement, which causes that exact same problem except you're stuck with whatever camera movement blizzard deemed necessary.
Having no pointers basically means structs become immutable, thus just adjust to knowing that they are immutable (Every type in galaxy actually seems to be immutable, with the exception for unitref )
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Enable/Disable CameraForceMouseRelative on Mouse Down/Up events.
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@7MM3: Go
Saved, closed, rebooted, screamed, etc. It's really a phantom vertex, ended up just shifting the whole map down 2 cells.
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@o3210: Go
Create a Validator with of type Unit Compare Behaviour Count, make it compare greater than or equal to 1. Set the behaviour field to the behaviour in question, Unit as Caster.
Just have a peek at some of the other validators.
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Set up a requirement for the ability or command card slot.
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Just an annoying little editor bug, regardless of what i do this vertex refuses to move! Even after flattening the half of the terrain, deleting half the map and copy/paste/flip from the other side it reappears.
Thus i have concluded that the map editor is in fact haunted by vertex mind controlling Ghosts.
More of a gotcha/GE weirdness post than anything solvable, the vertex just refuses to be influenced by anything.
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@therockman: Go
Since it's a top down locking mouse relative mode will work just fine for you.
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Conversations work, Story Mode is sets of an error. Starmaps I'm unsure of, they are backed by data so might be implemented.
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Depends on how you define parameters, SC2's event model seems to be very different from the normal paradigm, probably due to being synchronous.
Anyways, race conditions do seem occur between event callbacks, i.e
By this fact it's a rather safe bet that EventPlayer etc are globals. (would have assumed it was thread local but that's not the case)
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Native events don't really have parameters tho, it's all functions which return a global value. You'll notice that if you wait in an event handler you will in fact get a race condition.
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You could just store an array of attack groups, and recycle them as needed.
Sounds like you could just use attack waves tho
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What's the use case? We have input events so it's very possible.
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@barakatx2: Go
You can turn on camera move events tho, and you can even lock camera to mouse movement, which causes that exact same problem except you're stuck with whatever camera movement blizzard deemed necessary.
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Having no pointers basically means structs become immutable, thus just adjust to knowing that they are immutable (Every type in galaxy actually seems to be immutable, with the exception for unitref )
i.e
Of course, this means that structs should try to have a small memory footprint.
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Is it possible to reference the value of a field in a parent object? i.e ability effect references unit.weapon[0].effect
Otherwise i'll have to go with a huge switch and a bunch of ugly validators and a lot of duplication :S
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Create a region containing multiple region, i.e shapes. Works for most use-cases.