There is no battle.net storage of banks? I wonder why that person went to all the trouble in the libraries forum to write a compression scheme for banks...
turns out there is no function to store a text tag in a data table, despite it being a variable type. so i'm at a loss too. displaying a permanent tag on multiple units is turning out to be quite difficult if the a moves around.
i've been pondering something similar to this. we could store these in a data table but then my trouble is how do i wipe out all the text tags without wiping out the entire table at once? troubling. plus there is also the annoyance of having to resolve a unique Text for each text tag instance. it can be done by position but then you have to form a string out of the position every time you want to use it, ANNOYING!
There is an "Environment Show" function. I didn't explore it too deeply but it seemed like you could turn off doodads with it, possibly terrain too.
Didn't see anything for height. But somehow I seem to remember seeing "deformable terrain" as a feature of the editor somewhere.
For an example campaign level that might help you, there was one of the final missions where you destroy a space platform, when you destroy a part they make it all explode and then you can see through the terrain into the background.
I couldn't find any acquisition range thing either BUT I was able to make a trigger issuing an order to attack a specific unit even though I couldn't see the unit.
Last bump. I guess the real question for me is if there is a way to color the ground. You know how if you turn on the grid for building placement (in the actual game, not the editor) then when you try to place a building a grid is displayed, I'm hoping for something like that.
Perhaps I can explore with the building placement thing, like moving a unit really means putting down a building and then use zones/regions/whatever to make lots of area unbuildable. But this has a lot of problems with display I think.
Essentially I'm looking for the easiest way to reject a move from a player and instead tell the unit to do nothing when an order is issued.
The avenue I've been trying so far is to use the trigger "Unit - any unit is issued an order to move". This seems to be working well and I can get all kinds of stuff like what they are ordered to attack or where they are ordered to move. What I cannot seem to do though is cancel/replace that order.
The "Issue order" function seems to be the only means to do such a task, and from the name I thought this would be simple! The function takes an ability command type instead of an order type, that was the first piece of weirdness. So I formed an ability command from an order I created to move to where the triggering unit is (move to the spot your already standing in). But this doesn't seem to function at all. A different order involving attacking a hard coded unit also did nothing.
Has anyone had any luck with issuing orders you generate yourself?
Hello everyone. I have a map in which units take turns moving, each turn they can only move so far. I've figured out how to calculate their possible moves and such but what I'm hoping for is suggestions on a good way to display it. My current idea is to put those Zerg/Protos/Terran glowing markers on the ground when you click on a unit, making a big field of them, but it doesn't look very good. In this case i think something simpler would look better, like a field of green where they are allowed to move.
For the moment for my ease I've been working off a grid based model, which works for putting down those move markers, but I'm open to non-grid solutions.
0
@Malevolence123: Go
you can open all the campaign maps in the editor and view all their scripting.
0
@s3rius: Go
There is no battle.net storage of banks? I wonder why that person went to all the trouble in the libraries forum to write a compression scheme for banks...
0
@admo: Go
turns out there is no function to store a text tag in a data table, despite it being a variable type. so i'm at a loss too. displaying a permanent tag on multiple units is turning out to be quite difficult if the a moves around.
0
@Hurhacs: Go
search for reveal in the trigger actions, there is all kinds of stuff for exposing the map. that'll probably show all the cliffs.
0
@gemGreg: Go
i've been pondering something similar to this. we could store these in a data table but then my trouble is how do i wipe out all the text tags without wiping out the entire table at once? troubling. plus there is also the annoyance of having to resolve a unique Text for each text tag instance. it can be done by position but then you have to form a string out of the position every time you want to use it, ANNOYING!
0
@TheRealPMP: Go
in the data editor i did the following:
0
@Paaage: Go
There is an "Environment Show" function. I didn't explore it too deeply but it seemed like you could turn off doodads with it, possibly terrain too.
Didn't see anything for height. But somehow I seem to remember seeing "deformable terrain" as a feature of the editor somewhere.
For an example campaign level that might help you, there was one of the final missions where you destroy a space platform, when you destroy a part they make it all explode and then you can see through the terrain into the background.
0
@ST4RKiLL3R: Go
that's a pretty good idea, although i don't remember a forcefield. i'll search around for it.
0
I couldn't find any acquisition range thing either BUT I was able to make a trigger issuing an order to attack a specific unit even though I couldn't see the unit.
0
Last bump. I guess the real question for me is if there is a way to color the ground. You know how if you turn on the grid for building placement (in the actual game, not the editor) then when you try to place a building a grid is displayed, I'm hoping for something like that.
Perhaps I can explore with the building placement thing, like moving a unit really means putting down a building and then use zones/regions/whatever to make lots of area unbuildable. But this has a lot of problems with display I think.
0
Thank you both! The stop order worked great rallion. And adusting the order to a point caused my move command to start working Zarakk.
0
@admo: Go
Also, I found the "move unit instantly" function but this doesn't cancel the order.
0
Essentially I'm looking for the easiest way to reject a move from a player and instead tell the unit to do nothing when an order is issued.
The avenue I've been trying so far is to use the trigger "Unit - any unit is issued an order to move". This seems to be working well and I can get all kinds of stuff like what they are ordered to attack or where they are ordered to move. What I cannot seem to do though is cancel/replace that order.
The "Issue order" function seems to be the only means to do such a task, and from the name I thought this would be simple! The function takes an ability command type instead of an order type, that was the first piece of weirdness. So I formed an ability command from an order I created to move to where the triggering unit is (move to the spot your already standing in). But this doesn't seem to function at all. A different order involving attacking a hard coded unit also did nothing.
Has anyone had any luck with issuing orders you generate yourself?
0
@sonnert: Go
"Triggering damage amount", returns a real.
0
Hello everyone. I have a map in which units take turns moving, each turn they can only move so far. I've figured out how to calculate their possible moves and such but what I'm hoping for is suggestions on a good way to display it. My current idea is to put those Zerg/Protos/Terran glowing markers on the ground when you click on a unit, making a big field of them, but it doesn't look very good. In this case i think something simpler would look better, like a field of green where they are allowed to move.
For the moment for my ease I've been working off a grid based model, which works for putting down those move markers, but I'm open to non-grid solutions.