any unit that is able to morph into this unit and vice versa must be cleaned of
different attack abilities, linked units are morphs, revived unit type etc.
i have just played through XCOM:Enemy Unknown, it's pretty addictive but has it's downers
i also recently play Satelite Reign, which is kinda hard. it's a hybrid between Commandos (stealth tactics) and syndicate wars (kill everything in your way). cyberpunk style always has a great ambiente.
you could make it easy and post your replay with a time to know when the region was reached.
if you test it in editor it doesnt lag?
are there any trigger specific things only for that region (items only there, boss, etc) ?
is the region at the map border?
i have made a map where you have to harvest creep which works similiar to spice, check my signature and check out planetary cleaning service (also available in bnet).
the building mechanic is no big deal anymore, you can issue order a unit to go into target mode (a.k.a. build X). click button -> target mode
you have to send an actor message to the beam actor on creation (either within the beam actor itself or from the outside). not 100% sure if you can use an unit validator with actor.events here, in this case effect.beamStart.start - validate unit: unit(caster) has behaviour - set scale 200%
i would really like to know if there will be offical ways to become "partner" and how transparent that will be.
it's obvious that sc:universe and notd(2) would be next on the queue.
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any unit that is able to morph into this unit and vice versa must be cleaned of different attack abilities, linked units are morphs, revived unit type etc.
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i have just played through XCOM:Enemy Unknown, it's pretty addictive but has it's downers i also recently play Satelite Reign, which is kinda hard. it's a hybrid between Commandos (stealth tactics) and syndicate wars (kill everything in your way). cyberpunk style always has a great ambiente.
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allow dead units as target? maybe need to add a small death time to all units.
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you are using 2x the pick each player loop, or said different you are using one within the other (nested), so "picked player" behaves wrong.
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you could make it easy and post your replay with a time to know when the region was reached.
if you test it in editor it doesnt lag?
are there any trigger specific things only for that region (items only there, boss, etc) ?
is the region at the map border?
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could you post the enfo's team survival? how far progressed it?
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i have made a map where you have to harvest creep which works similiar to spice, check my signature and check out planetary cleaning service (also available in bnet). the building mechanic is no big deal anymore, you can issue order a unit to go into target mode (a.k.a. build X). click button -> target mode
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i am perfectly happy as things are.
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save as components, merge the xml files, create a new map, import xml files
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what are your editor settings for game speed? what did yo set up for your map? faster, fast, slow etc?
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you have to send an actor message to the beam actor on creation (either within the beam actor itself or from the outside). not 100% sure if you can use an unit validator with actor.events here, in this case effect.beamStart.start - validate unit: unit(caster) has behaviour - set scale 200%
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it's overlapping, start your map, go options - hotkey profiles and fix all conflicts
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i would really like to know if there will be offical ways to become "partner" and how transparent that will be.
it's obvious that sc:universe and notd(2) would be next on the queue.
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no, the damage response of the buff only triggers with the effects specified in the required field.
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on the buff of the damage response add the damage effect of your weapon to the required field.