The flag "ignore placement requirements" makes the unit ignore cliffs and so on, but only upon creation. For example, a ground unit created on a cliff won't be able to walk over the cliff again after moving away from it.
You are right, "Move Unit Instantly" with blending might work if executed 16 times per second, I just don't think it would look very natural...
Back in the War3 days, it was possible to order an unit to move beyond the playable map area. Is there any way to achieve the same thing in SC2?
That's an imaginative solution. The "dialog cursor" might feel a little unresponsive though.
It's pretty bad from Blizzard to give us resolution independent dialogs, but cursor coordinates dependent on the actual resolution. That's not very coherent.
There are even open-source libraries to deal with MPQ files. Using any such library, I could write a new MPQ Manager from scratch in a few days. If there's really a MPQ Editor that cost $2000, it would be rather stupid to buy it when there are free and perfectly legal alternatives.
We need more information because there are many ways to set this up.
Use "Copy as text" on your whole Action actor (if you use one), the beam's actor and any site operation used, and paste the results here so we can have a look.
Hi,
If an unit outside of the playable area is given orders (through triggers) to move to a point also outside of the playable area, it has no problems reaching that point. To an unit inside the playable area, an order to move outside the bounds will be clamped and the unit won't be able to reach that point.
I would like to somehow manage to make trigger-controlled units move beyond the playable area, so that can be removed without any player being able to see them "disappear". Calling RegionPlayableMapSet() (Set the playable map area to region) to the entire map temporarily to issue the order doesn't seem to make any difference to move beyond the "default" playable map area.
Does anyone know a solution? Thanks
I don't think an array of 200000 entries would take that long to initialize and fill up with zeroes... Galaxy is slow (as any interpreted language), but it's not *that* slow.
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The flag "ignore placement requirements" makes the unit ignore cliffs and so on, but only upon creation. For example, a ground unit created on a cliff won't be able to walk over the cliff again after moving away from it.
You are right, "Move Unit Instantly" with blending might work if executed 16 times per second, I just don't think it would look very natural...
Back in the War3 days, it was possible to order an unit to move beyond the playable map area. Is there any way to achieve the same thing in SC2?
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Put your requirement into the train ability itself for the Marine entry. Players won't be able to train or queue more marines.
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That's an imaginative solution. The "dialog cursor" might feel a little unresponsive though.
It's pretty bad from Blizzard to give us resolution independent dialogs, but cursor coordinates dependent on the actual resolution. That's not very coherent.
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If EffectData doesn't exist, that's bad. You can always copy the file back from a backup...
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Where did you see a MPQ Editor that costs $2000?
There are even open-source libraries to deal with MPQ files. Using any such library, I could write a new MPQ Manager from scratch in a few days. If there's really a MPQ Editor that cost $2000, it would be rather stupid to buy it when there are free and perfectly legal alternatives.
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What?
http://www.zezula.net/en/mpq/download.html
All free to download.
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Kill Array[1]
Array[1] = Array[2]
Array[2] = Array[3]
Array[3] = Array[4]
Array[4] = Array[5]
Array[5] = My New Unit
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A better check might be to see if the point is passable or not. The cliffs won't be passable.
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if( x < 0 )
x = 0;
if( x > 200 )
x = 200;
OR
x = MaxI( MinI( x, 200 ), 0 );
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Open your map with a MPQ editor, extract and open Base.SC2Data/GameData/EffectData.xml
If there's a XML error, try to fix it. Or import chunks of the file little by little. Either way, don't panic, you haven't really lost your effects...
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We need more information because there are many ways to set this up.
Use "Copy as text" on your whole Action actor (if you use one), the beam's actor and any site operation used, and paste the results here so we can have a look.
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What do you mean, minimum and maximum integer?
For saturation, you can use x = MaxI( y, z ) which will store the highest number of y and z into x ( and MinI for the lowest of two values ).
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There's no such thing, but you could get something close by a long queue of orders targeting points all aligned on your line.
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I don't think an array of 200000 entries would take that long to initialize and fill up with zeroes... Galaxy is slow (as any interpreted language), but it's not *that* slow.