Collision works in the following way:
If you have just set the Unit_Collide part it will use almost "model"-like collision mask, if you add a footprint you can make a small object blocking a wide area
well the campaign/challenge mode is very good, too :P - but MP (league) is not the greatest part for me ... but that's mostly the case because of 30apm :P
CEffectSwitch is not using the proper (only tested with Custom Errors) Error if it is failing, you have to set a CEffectSet which is "holding" the CEffectSwitch to get the proper message.
Yeah, brutal is a good advanced mode, and also very challenging but also mind-breaking :P if you cannot do the secondary objectives ^^
But they can be done by playing on "hard".
So far I've enjoyed it greatly - especially Lost Viking in the cantina :P
Due to the fact the release just happened - doh!
And many names changed because of .#id, and instead of flooding the old beta usernames thread with new names and making it endless long - a new one would be more comfortable especially for new users.
@Alcoholix:
for me it worked fine with r14 oO - but i just tested with a random p17 map (some text)
if you have an example for it (the map you tried etc i might be able to find the bug)
anyway just uploaded r15 :)
newest MPQEditor(32-bit) included & and added the new locales
r14 finally fixed the bug which caused it not to work for people.
Quote from Ladik001:
Me and xhatix found the problem and I made special build of MPQ Editor for allowing SC2 Localize users to work. Unfortunately, I am in the middle of some changes in MPQ Editor's GUI, namely the behavior of "Open" and "Open With", so I cannot make a full working release version. It will be available as soon as I complete the above mentioned changes.
0
Collision works in the following way:
If you have just set the Unit_Collide part it will use almost "model"-like collision mask, if you add a footprint you can make a small object blocking a wide area
In other words:
0
Footprints.
to do "model-near" collision use contoured ones, otherwise stick with simple ones.
Footprints are defined in UnitData for each unit seperatly and can be created in FootprintData
0
@zeldarules28: Go
that's "normal" - as the site code does not break-up names into multiple lines
0
IceFrog is a producing team leader at valve - so he was able to get the people he need/want in his team to make a standalone dota
he announced it a year back or so on his blog iirc
0
File -> Preferences -> Test Dcoument -> Run game in a window -> Show Trigger debugging window
0
Capability to create folders in point & region module.
0
well the campaign/challenge mode is very good, too :P - but MP (league) is not the greatest part for me ... but that's mostly the case because of 30apm :P
0
if i remember those correctly and they haven't changed since beta
0
CEffectSwitch is not using the proper (only tested with Custom Errors) Error if it is failing, you have to set a CEffectSet which is "holding" the CEffectSwitch to get the proper message.
So instead of just
you have to add a CEffectSet with that:
to get the proper message from the validators:
0
Yeah, brutal is a good advanced mode, and also very challenging but also mind-breaking :P if you cannot do the secondary objectives
^^
But they can be done by playing on "hard".
So far I've enjoyed it greatly - especially Lost Viking in the cantina :P
0
Your kids could "play as guest" (right side on login screen) - but this disables MP/Achievments, so they could do Challenges(?), Campaign & vs. AI
0
@Southpaw444: Go
ie.
->
moved to general chat
0
Due to the fact the release just happened - doh!
And many names changed because of .#id, and instead of flooding the old beta usernames thread with new names and making it endless long - a new one would be more comfortable especially for new users.
So here we go.
name.#id (Gateway)
Hati.183 (EU)
0
will look into it today.
@Alcoholix: for me it worked fine with r14 oO - but i just tested with a random p17 map (some text)
if you have an example for it (the map you tried etc i might be able to find the bug)
anyway just uploaded r15 :)
newest MPQEditor(32-bit) included & and added the new locales
0
r14 finally fixed the bug which caused it not to work for people.