Tried setting (Basic) Actor: Scope Bearings Tracking to Force Off? Don't know exactly what this means but it has made actors detached from their unit in my experience. It's probably not the best way to do it but it might be a quick fix.
Haven't tested this, but I believe you could make multiple copies of each attribute (all with the same name), one per team, and use requirements to hide each attribute from other teams. Assuming you have fixed teams, you can use a hidden player attribute for each team (set up under Game Variants) to detect if the player is on that team.
Then in the triggers you'd just have to check a different attribute per team.
If this is the result of the forum revamp, I don't know what to say. Whoever did this is an incompetent moron, and I say this as someone who has some webdev experience. It's absolutely avoidable and unacceptable to break links to a high-profile and information-rich online resource such as SC2Mapster. If the URL structure has changed, then old links should continue to work and redirect you to the new URLs.
It's infuriating to see so little thought and care given to website updates. Like you think it's okay to just sprinkle some long-overdue features on us (posting history, notifications, etc) while breaking everybody's bookmarks and undermining one of the basic principles of the web.
I think ideally you want the ability to call as many additional, nearby workers as needed for optimal saturation (i.e. 0–3), which means you have to exclude the ones that are already harvesting from that refinery/extractor/assimilator from the search. To find out which resource a worker is harvesting is unfortunately not as straightforward as it should be, but I've provided a decent solution here.
There's actually no way to check which game variant was chosen. You can only check game/player attributes. Therefore you need to use a hidden game attribute like MaskedImposter said.
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IvanX solved this in Night of the Rising Dead v1.6 but I don't know how. You could try asking him.
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You need to rename it to .SC2Map.
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Does Wait() only work in triggers or what?
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Tried setting (Basic) Actor: Scope Bearings Tracking to Force Off? Don't know exactly what this means but it has made actors detached from their unit in my experience. It's probably not the best way to do it but it might be a quick fix.
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Haven't tested this, but I believe you could make multiple copies of each attribute (all with the same name), one per team, and use requirements to hide each attribute from other teams. Assuming you have fixed teams, you can use a hidden player attribute for each team (set up under Game Variants) to detect if the player is on that team.
Then in the triggers you'd just have to check a different attribute per team.
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How do I disable warnings like this?
https://www.sc2mapster.com/linkout?remoteUrl=http%3a%2f%2fwww.galaxywiki.net%2fimages%2f9%2f9d%2fText_Crawl.jpg
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It seems that since the forum change I get a ton of 404 pages on links that used to work.
Almost all (if not all) the links here are broken for instance: https://us.battle.net/forums/en/sc2/topic/4217173395
If this is the result of the forum revamp, I don't know what to say. Whoever did this is an incompetent moron, and I say this as someone who has some webdev experience. It's absolutely avoidable and unacceptable to break links to a high-profile and information-rich online resource such as SC2Mapster. If the URL structure has changed, then old links should continue to work and redirect you to the new URLs.
It's infuriating to see so little thought and care given to website updates. Like you think it's okay to just sprinkle some long-overdue features on us (posting history, notifications, etc) while breaking everybody's bookmarks and undermining one of the basic principles of the web.
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How do I disable the outgoing link warning?
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I have experienced this bug playing HotS ladder.
Unlikely.
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It's a bug since patch 3.9.
https://us.battle.net/forums/en/sc2/topic/20752547391
https://us.battle.net/forums/en/sc2/topic/20753265813
https://www.reddit.com/r/starcraft/comments/5rf2uf/my_ui_is_bugged_causing_more_of_the_screen_to_be/
Probably just have to wait for Blizzard to fix it.
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I think ideally you want the ability to call as many additional, nearby workers as needed for optimal saturation (i.e. 0–3), which means you have to exclude the ones that are already harvesting from that refinery/extractor/assimilator from the search. To find out which resource a worker is harvesting is unfortunately not as straightforward as it should be, but I've provided a decent solution here.
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Yes, it's possible.
Check out the Defendable Walls mod for an example.
Explanation is here: http://www.henrylisowski.com/2013/12/showcase-defendable-walls-sc2.html
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There's actually no way to check which game variant was chosen. You can only check game/player attributes. Therefore you need to use a hidden game attribute like MaskedImposter said.
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Use the Unit Ability Command State function with the Is Auto Cast flag checked.
Catalog functions can only tell you about how unit types are configured in the data module, not the state of specific units.
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There's a unit in LotV called Stasis Ward, created by the Oracle, which puts nearby units into stasis when tripped.