Same question. In my map i currently develop multimap system and one of maps may be form your logo, would it count? :)
or if i just place it in circle arena?
General - Pick each integer from PlayersStash.HighValueCount[0] to PlayersStash.HighValueCount[50], and do (Actions)
will take integer stored at PlayersStash.HighValueCount[0] and iterate it to integer stored at PlayersStash.HighValueCount[50]
so if your PlayersStash.HighValueCount[0] = 3
and your PlayersStash.HighValueCount[50] = 5
then it will pick 3, then 4 and then 5
EDIT: sorry i cant get what you want to do, please explain what is PlayersStash.HighValueCount, why its 50 size array and confirm that its an integer array
Note that this doesn't work for all kinds of actors; for example the filter has no effect on unit actors. Should work for spell effects and attachments, though (make sure the attachments do not inherit visibility from the host).
well, this makes sense, units have their own visibility system with various states like burrowed or cloaked.
maybe its possible to make unit opacity = 0, then attach unit-model to unit and hide this for enemies
Hm, i've installed blender 2.67 with latest addon, but have errors with immortal
and also i cant open Assets\Effects\Protoss\SingularityAreaImpact\SingularityAreaImpact.m3 (that was my main target, i want to remove shadow from this model :< )
it shows no errors, just doesn't open this model :<
yea, im just interested, is it hardcoded to use 1st content parameter for model link, or if im creating actor from scratch i need to setup something for using 1st content as model link and 2nd as... dunno, host, or opacity Oo
Does anybody know how to use CreateActor content parameters?
only thing i found about them is: they are optional (everyone says that) and there are 3 content parameters for beams
but really i'd like to know:
what i can make with them?
how to make my custom actor use them?
i feel like i can make 1 actor for all spells sounds and then use "CreateActor SoundActor #soundlink#" but im not sure
so problem is only graphics? or your beam really dont go past 1st unit?
u better check this, because if this is only gfx problem - then u need to modify beam actor data to not use target unit, and attach beam target using SOps
0
Also, map uploaded to EU and NA servers and avaliavle to all WoL and HotS players
0
Ok so here is workaround based on adding detector behavior when player entering target mode:
0
Hmmm, i've made in my map (looks like my units attacking nothing, but cloaked)
now i can't reproduce this in test map %)
0
Use master dialog and panels within it
0
damn i suggested this one too, but removed from post due i thought it would not fit :D
0
Same question. In my map i currently develop multimap system and one of maps may be form your logo, would it count? :)
or if i just place it in circle arena?
0
Hey guys im introducing a few patches (1.35-137b) of HHA
At first is mode picking rework:
And main changes in this patches are:
following with:
so currently is only 2 maps, but i have plans to add 3 more
Other patchnotes affects bugfixing and abilities reworking:
0
personally this code:
General - Pick each integer from PlayersStash.HighValueCount[0] to PlayersStash.HighValueCount[50], and do (Actions)
will take integer stored at PlayersStash.HighValueCount[0] and iterate it to integer stored at PlayersStash.HighValueCount[50]
so if your PlayersStash.HighValueCount[0] = 3
and your PlayersStash.HighValueCount[50] = 5
then it will pick 3, then 4 and then 5
EDIT: sorry i cant get what you want to do, please explain what is PlayersStash.HighValueCount, why its 50 size array and confirm that its an integer array
0
well, this makes sense, units have their own visibility system with various states like burrowed or cloaked.
maybe its possible to make unit opacity = 0, then attach unit-model to unit and hide this for enemies
0
@DrSuperEvil: Go
<offtop>whats name of that cool circut-like texture?</offtop>
0
In "Actor: Filter +" field check enemy and neutral
0
Hm, i've installed blender 2.67 with latest addon, but have errors with immortal
and also i cant open Assets\Effects\Protoss\SingularityAreaImpact\SingularityAreaImpact.m3 (that was my main target, i want to remove shadow from this model :< )
it shows no errors, just doesn't open this model :<
0
@Kueken531: Go
yea, im just interested, is it hardcoded to use 1st content parameter for model link, or if im creating actor from scratch i need to setup something for using 1st content as model link and 2nd as... dunno, host, or opacity Oo
0
Does anybody know how to use CreateActor content parameters? only thing i found about them is: they are optional (everyone says that) and there are 3 content parameters for beams
but really i'd like to know:
what i can make with them? how to make my custom actor use them?
i feel like i can make 1 actor for all spells sounds and then use "CreateActor SoundActor #soundlink#" but im not sure
0
so problem is only graphics? or your beam really dont go past 1st unit?
u better check this, because if this is only gfx problem - then u need to modify beam actor data to not use target unit, and attach beam target using SOps