Somewhat related to this, how would I realize an area-targeted ability which should only cast if at least one enemy unit is in the target area. Putting validators in the search effect wouldn't do the job, right?
This might possibly be the true in your case but think of - for example - kill credit or a behavior which transfers life to the source unit and so on...
This really depends on what you want to do. A wild guess: You have an instant ability and want the unit to keep moving when using it => solution: set Transient flag. If you want to allow your unit to move while casting an ability with casting time, I don't know the answer, sorry.
2. They are called flying helpers. If you don't want any flying helpers whatsoever in your map for a certain player, it would be easiest to just overwrite the player property to "never show" via trigger. Otherwise, you have to look in the actor events of the units and delete the correspondent event.
Alright. We will go into hiding. But next year, on the second of april, when the Monz starts, we will rise again and we will be more and mightier than ever before.
I think the point Mille was trying to make is that bacas solution won't work whatsoever. A zealot has always movement speed (current) = 2.25, even when standing still.
I'm looking for some testers (preferable EU due to latency) for a swift 3v3 test of my map. Mainly I need some footage for a real presentation. At the moment I can only show you some pics with A.I.
The map: Players who played Zealot Hockey will feel familar about this. There are two teams with 2-4 field players and a goalie in each. The team with the highest score wins. In constrast to zealot hockey, the ball moves 3D and can be influenced by abilities in some ways, for example a shock wave blasts it away (and other players). If you want to learn more about it, help me test it :)
Comparing any two fixed point values that are identical (they do not need to be "pseudo int, like 2.,3.,...) will always return true. This is, because even if you do something like sqrt(3.) == sqrt(3.) the machine will translate it into (e.g.) 1.732 == 1.732 which is not the same but still true!
A computer cannot handle and never will be able to handle real numbers. Instead it uses machine numbers, in case of sc2 these are 20.12 fixed point numbers. This means 20 bit are used for describing the integer part (2^20 = approx 1 million = largest and smallest integer) and 12 bits are used to describe the fractional part (2^12 = 4096, i.e. the best precision you can archieve in the fractional part is 1/4096 = approx 0.0002). The latter is the reason why "==" comparision is avoided for machine numbers. The machine cannot handle the ultimate precision in mathematics but needs to round in between! This means if you do multiple operations (which are always binary intern, like a * b * c is actually calculated as ( a * b ) * c )) you intruduce an error which is due to the limited machine precision. For example sqrt(3.)^2 == 3. will likely return false as sqrt(3.) does not return a exact value (it cannot) but a rounded one. (However, sqrt(4.)^2 == 4. would return true, as 2. and 4. can be described exact in machine numbers). So this rule is more a rule of thumb.
I haven't looked at everything, but what I noticed is that you definitely need to set the behavior type to buff instead of attribute. Also it is advisable to set the "hidden" flag only once you are sure that the behavior is applied and removed correctly.
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Somewhat related to this, how would I realize an area-targeted ability which should only cast if at least one enemy unit is in the target area. Putting validators in the search effect wouldn't do the job, right?
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@BasharTeg: Go
Are you sure that they know about this? Still not working for me.
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@Ababmer: Go
Love it!
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@joemart06: Go
This might possibly be the true in your case but think of - for example - kill credit or a behavior which transfers life to the source unit and so on...
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I can't publish either (neither in EU nor NA). "There was a temporary error with your request".
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@nimbusqwe: Go
This really depends on what you want to do. A wild guess: You have an instant ability and want the unit to keep moving when using it => solution: set Transient flag. If you want to allow your unit to move while casting an ability with casting time, I don't know the answer, sorry.
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1. Ability - Arc. Set it to 360
2. They are called flying helpers. If you don't want any flying helpers whatsoever in your map for a certain player, it would be easiest to just overwrite the player property to "never show" via trigger. Otherwise, you have to look in the actor events of the units and delete the correspondent event.
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@TacoManStan: Go
Alright. We will go into hiding. But next year, on the second of april, when the Monz starts, we will rise again and we will be more and mightier than ever before.
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@BasharTeg: Go
I think the point Mille was trying to make is that bacas solution won't work whatsoever. A zealot has always movement speed (current) = 2.25, even when standing still.
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It's the AnimPlay that's jumping, not the bracket.
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I'm looking for some testers (preferable EU due to latency) for a swift 3v3 test of my map. Mainly I need some footage for a real presentation. At the moment I can only show you some pics with A.I.
The map: Players who played Zealot Hockey will feel familar about this. There are two teams with 2-4 field players and a goalie in each. The team with the highest score wins. In constrast to zealot hockey, the ball moves 3D and can be influenced by abilities in some ways, for example a shock wave blasts it away (and other players). If you want to learn more about it, help me test it :)
Images:
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I am very impressed by the boss at the end of your video. I guess the yaw and pitch control of the pillars is triggered though?
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Comparing any two fixed point values that are identical (they do not need to be "pseudo int, like 2.,3.,...) will always return true. This is, because even if you do something like sqrt(3.) == sqrt(3.) the machine will translate it into (e.g.) 1.732 == 1.732 which is not the same but still true!
0
A computer cannot handle and never will be able to handle real numbers. Instead it uses machine numbers, in case of sc2 these are 20.12 fixed point numbers. This means 20 bit are used for describing the integer part (2^20 = approx 1 million = largest and smallest integer) and 12 bits are used to describe the fractional part (2^12 = 4096, i.e. the best precision you can archieve in the fractional part is 1/4096 = approx 0.0002). The latter is the reason why "==" comparision is avoided for machine numbers. The machine cannot handle the ultimate precision in mathematics but needs to round in between! This means if you do multiple operations (which are always binary intern, like a * b * c is actually calculated as ( a * b ) * c )) you intruduce an error which is due to the limited machine precision. For example sqrt(3.)^2 == 3. will likely return false as sqrt(3.) does not return a exact value (it cannot) but a rounded one. (However, sqrt(4.)^2 == 4. would return true, as 2. and 4. can be described exact in machine numbers). So this rule is more a rule of thumb.
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I haven't looked at everything, but what I noticed is that you definitely need to set the behavior type to buff instead of attribute. Also it is advisable to set the "hidden" flag only once you are sure that the behavior is applied and removed correctly.