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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Jul 28, 2017_ForgeUser5726437 posted a message on Combining different types of items with full inventoryPosted in: Triggers
Jun 18, 2017Posted in: Data
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.
Jun 18, 2017_ForgeUser5726437 posted a message on Make player attribute unavailable in specific teamPosted in: Triggers
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.
Apr 20, 2017Posted in: General Chat
How do I disable warnings like this?
Apr 12, 2017Posted in: General Chat
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.
Mar 10, 2017Posted in: Triggers
It's a bug since patch 3.9.
Probably just have to wait for Blizzard to fix it.
Oct 21, 2016Posted in: Data
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.
Oct 18, 2016Posted in: Data
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
Oct 16, 2016_ForgeUser5726437 posted a message on How do you make a condition to check for game variant??Posted in: Triggers
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.
Oct 16, 2016_ForgeUser5726437 posted a message on If ability of unit has auto cast enabled then... ?Posted in: Triggers
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.
Oct 11, 2016_ForgeUser5726437 posted a message on [solved]Filters: What is "Stasis", its like stun, but not attackable.Posted in: Data
There's a unit in LotV called Stasis Ward, created by the Oracle, which puts nearby units into stasis when tripped.
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