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    posted a message on [SC2 Arcade] SC Lane Action

    Suggestion:

    • When a player leaves end the game for the other player immediately in a win instead of letting the "AI" take over.
    Posted in: Map Feedback
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    posted a message on Which data values determine if a unit is spawnable at a given point?

    Thanks for your responses! I tried all of the above (including setting mover as climber) and it didn't do what I wanted it to do, but I think I need to specify further.

    The effect should be creatable on a cliff, but should fail at things like doodads (I'm not sure you can place those on cliffs?) or (more importantly) should fail at points that are on a cliff but in an unpathable area from the path-layer map-makers can paint at will.

    Essentially, the effect should be able to be created at a point on a cliff on which a reaper can jump over.

    If anyone comes up with other things I could try, would be great. (Blockers/Placement Flag make the effect creatable just everywhere)

    Thanks again for the replies!

    Posted in: Data
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    posted a message on Get starting locations of "empty"/"unset" players

    After further research, it seems this is impossible.

    Posted in: Triggers
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    posted a message on Which data values determine if a unit is spawnable at a given point?

    Thanks for the reply, but it doesn't seem to be it.

    The mover seems to determine the pathing of the unit when you make a move order with the unit, but not if the unit actually is able to cliff jump.

    Setting this to cliff-jumper will make them "behave" like they could jump the cliffs, but they can't, thus if you move-order them up a cliff, they won't find the ramp but just run towards the cliff and get stuck.

    Somehow I believe that cliff-jumping won't be it, reaper for example clearly can cliff-jump but still you can't spawn them directly on a cliff, they can jump from either side to the other but they can't be placed directly on them, which is what I'm trying to do.

    Again thanks for the reply, but I'm still searching.

    Posted in: Data
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    posted a message on Which data values determine if a unit is spawnable at a given point?

    Currently I can use an effect like this:

        <CEffectCreateUnit id="SpawnLing">
            <EditorCategories value=""/>
            <WhichLocation Value="TargetPoint"/>
            <SpawnUnit value="Zergling"/>
            <SpawnRange value="0"/>
        </CEffectCreateUnit>
    

    in triggers to determine if for a given point a zergling could be placed at that exact location.
    (Trigger: Player Can Create Effect At Point)

    What data in particular is used to determine if a unit can be placed at a given point?

    I'm trying to create a unit that is spawnable on cliffs, but one which is not flying. - Any additional pointers?

    Thanks for any replies.

    Posted in: Data
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    posted a message on Get starting locations of "empty"/"unset" players

    I'm searching for a function that returns all Starting Locations of all players that are placed on the map, even when it is loaded up with only one player set (e.g. a 4 player melee map is played through the editors 'testing document' routine).

    Currently, if I'd "test document" a 4 player map, without setting the players to CPU manually, the "Starting Location of Player X" builtin-function will return empty points on players that are not "set"/"initialized" (which are user by default).

    Is there either a way to "add" players (CPU?) during map initialization or to simply get access to those starting location points?

    I thought about simply using "Get Point by Name" - the problem is that the naming pattern for starting locations is language specific. (e.g. if you load up "Red City" the Starting locations will have chinese names) - So it's not reliable.

    Thanks for any responses.

    Posted in: Triggers
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