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    posted a message on Hand of Humanity (Campaign) introduction

    Eh 7th mission already, nice.

    I'm also curious to give it a try, but I wonder, did you improve the points mentioned by Mozared in all the previous maps? I also feel I need a good challenge for any map to be interesting (I'm master league in melee), will the maps just feel way too easy? Sometimes, even when the main objectives are relatively easy, secondary objectives or achievements can be made hard as hell... :)

    Posted in: Map Feedback
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    posted a message on Mobile ability and unit box UI

    What if you create the actors by catching an actor event Behavior.FooBar.on You can then apply the behavior by triggers and choose which player is the behavior's owner. From that, the actor filters should work.

    Posted in: Data
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    posted a message on (Solved!) Animation for Ability cast Problem?

    We don't have all the information to know what's going on, but here's my two cents.

    If your ability is transient or without any casting/channeling/finish time, it will be done instantly and the unit will immediately start doing something else. So even if you tell it to play animation X, it might attack the next tick and then switch to playing the attack animation. Catching the abil.foo.SourceCastStart event is all good, but try making the casting or finish time non-zero.

    Posted in: Data
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    posted a message on HP Byte Allocation Is Retarded

    The fixed point arithmetic uses 12 bits after the radix point, not 13, for a resulting accuracy of 1/4096.

    This is required by the fact that healers/repairs and such are applied 16 times a second and we need to keep track of cost and time accurately, without the end results getting off due to rounding every game tick.

    A maximum of 524288 HP is far beyond anything SC2 will ever need. Personally, I think it's just stupid to have units deal 3000 damage per hit and having 500000 life anyway.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Channeling spell problem with behavior application

    For the record... It's not very convenient working from images to see what's going on, next time you could try "Copy as text" and pasting.

    Posted in: Data
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    posted a message on Random Point - Finding one at a height?

    You may just have to loop through.

    Even when one uses a region with positive/negative areas, what the engine actually does is trying up to 32 times to find a point that isn't included in any negative area. After 32 tries, it returns null (No Point).

    Rather than looping indefinitely, you could try up to X times and if it fails, wait a short moment before trying again.

    Posted in: Triggers
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    posted a message on Removing structure death-crater

    Really, removing a dead unit doesn't instantly remove the "dead" actor? Strange, I'm surprised...

    What about this : in the actor's events, register a new event so that when it receives a signal X (name it whatever you want), it calls SetVisible 0. From trigger code, send that signal to the unit's actor.

    Edit: Actually, where does this crater come from? Is it really the unit's main actor, or is it a new actor created when the unit dies? (UnitDeath event, Create actor Y)

    Posted in: Data
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    posted a message on A few extra icons

    Icons are 76x76, wireframes are 140x140

    Posted in: Art Assets
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    posted a message on How to Modify Stacking Rules

    Oh. Then separate the buff into two buffs : one with effects that never expire, the other with a duration. You only disable the one with effects when appropriate. When the duration buff expires, you run an effect that removes the other buff.

    Posted in: Data
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    posted a message on Create beam from builder to unit being built

    Ah yes, a search for the unit being built should work... The only glitch is that if two units start building at the same time, the searches may mix up the two targets.

    Since the actor system doesn't seem able to link builder and unit built, I'll give this a try and see how it works out. Thanks!

    Posted in: Data
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    posted a message on How to Modify Stacking Rules

    Add a validator to the lesser buff's "Disable" array, so that the presence of the better behavior disables the other. A disabled behavior isn't removed, it's just inactive and its effects will resume when the behavior is enabled again.

    Posted in: Data
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    posted a message on Removing structure death-crater

    In triggers, "Remove unit".

    Posted in: Data
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    posted a message on Impossible to Get Absolute Z Coordinate? [Solved]

    PointGetHight() is relative to terrain, and WorldHeight() gives you the terrain height at the specified 2d point. The sum of both should give you the absolute height.

    Though, I could be wrong but as far as I know, all the actor messages to set an actor's height don't seem to work. For static heights, Site Operation actors can be used instead...

    Posted in: Triggers
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    posted a message on A few extra icons
    Hi, I would have added these few icons to an existing "icon collection" thread, but the original authors of the threads haven't logged in since >6 months to update the first post ( and what's the deal with the thread "Skill/Spell/Ability Icons" being sticky when the author hasn't been seen in 15 months? ).
    Colored Battlecruiser hurricane

    DDS file here
    Colored Battlecruiser matrix

    DDS file here
    Colored Banshee splash

    DDS file here
    Void ray beam 1

    DDS file here
    Void ray beam 2

    DDS file here
    Void ray composite beam

    DDS file here
    Photon torpedo

    DDS file here
    Chaos

    DDS file here
    Security fence

    DDS file here
    Icons are free to use, they come from my old Flagship Battle map and the new one not yet published. There's no need to give credits if you use them (if you really want to, I guess you can credit "Stragus" or "Alexis Naveros"). Have fun!
    Posted in: Art Assets
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    posted a message on Trigger questions

    That's a lot of doodads. If you are going to cover the world with hexagons, I would either :
    - Use a bigger "grid" models that contain a lot of hexagon tiles.
    - Or use textures, modified ones, with visible hexagon edges painted on them.

    Posted in: Triggers
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