that looks very cool. If you manage to make a general solution for this, I'd love to see how. Even seeing the map for this one would be great if you decide to post it.
When an actor creates another actor, the scale set in the newly created unit's actor is not being used.
I think this is relatively new because I tried to copy over a conglomerate unit that someone else had made, and it did not look right due to this. I ended up having to set the scale in the model file instead of the actor.
example:
Unit 1:
event: UnitBirth
action: create unit_2_actor
Steal a map-- take someone else's map. The author no longer has a copy of it because it has been stolen
Infringe a copyright or use another's intellectual property, aka "borrowing another's work"-- Copy someone else's work and claim it (implicitly) as one's own.
Pretty much anything digital is dealing with the latter.
'Steal' is an attractive word for an industry that wants to equate not buying their products with being raped in prison.
I'm sure there are a lot of things that could be causing units to be unselectable, but the only one that's happened to me (and hence that I mention) is to confirm that the Unit's Unit-Select Alias and Unit-Subgroup Alias are set correctly.
Cannot be clicked/selected refer to trigger events I think.
Bump because I just tried it and had the same problem.
In fact, as soon as I added the liberty campaign dependencies, I found custom abilities unable to be added both to the abilities+ field and the command card. These were test abilities that I had made for this purpose. Before adding these dependencies, I was able to put them on new units. After adding dependencies, they did not show up.
I've just tested it again, and after modifying a unit that had those custom abilties which were added before hte dependencies, the abilities actually disappeared from his command card. i.e., they were there. I added dependencies and they were still there. I double clicked the abiltieis menu, changed nothing, clicked ok. Then they were no longer there or addable.
I've also tried removing the science vessel ability to get a stripped-down command card that I could copy-paste as
():((Irradiate)):((AbilCmd)):((Irradiate,Execute)):(()):(()):(()):(()):((0)):((0)):((2)):((1))
into the CUnit_CardLayouts + field.
After doing so, the button showed up on the command card, but the corresponding ability was not selected and still could not be.
I think this could be an editor bug. I've actually seen a lot of bugs since retail release. I very frequently have all the names of variables and triggers and sometimes units disappear when viewing others' maps and frequently have to re-add dependencies to get things in my own maps to work.
Two ways come to mind depending on what exactly you're going to do with this.
method 1: Have a trigger fire on Event- Unit takes damage. Make a comparison based on the unit's or units' facing directions and add any extra damage as necessary. This would probably require knowing the exact amounts of damage to add, but would require the least amount of work.
method 2: Have a trigger either periodically, on Ability- Move (turn) if that doesn't lag, or on a dummy damage effect apply a Buff to the unit with a Damage Response modification. In this case, you'd probably want to use multiple buffs in angle increments. That could mean a lot of buffs and triggers though they'd be very similar.
IANA leet hax0r, but, afaik, this encryption method is solid. He's essentially using the custom key that the mapmaker chooses as the pad for the encryption. As long as your maps aren't available in an unprotected format, this should work fine.
adding a checksum could help quite a bit for security.
edit: lmao. I was just going to refer you to RunLingRun before I noticed you were its author. I'm kinda curious about what you did with your character substitution cause I spent a night figuring out how to buff my chars :)
0
Healing well in the middle! =p
I sometimes think warcraft 3 was the better game, but at some point there ended up being a few über-strats that everyone either used or lost to.
0
that looks very cool. If you manage to make a general solution for this, I'd love to see how. Even seeing the map for this one would be great if you decide to post it.
0
When an actor creates another actor, the scale set in the newly created unit's actor is not being used.
I think this is relatively new because I tried to copy over a conglomerate unit that someone else had made, and it did not look right due to this. I ended up having to set the scale in the model file instead of the actor.
example:
Unit 1:
event: UnitBirth
action: create unit_2_actor
0
Definitions:
Steal a map-- take someone else's map. The author no longer has a copy of it because it has been stolen
Infringe a copyright or use another's intellectual property, aka "borrowing another's work"-- Copy someone else's work and claim it (implicitly) as one's own.
Pretty much anything digital is dealing with the latter.
'Steal' is an attractive word for an industry that wants to equate not buying their products with being raped in prison.
0
I'm sure there are a lot of things that could be causing units to be unselectable, but the only one that's happened to me (and hence that I mention) is to confirm that the Unit's Unit-Select Alias and Unit-Subgroup Alias are set correctly.
Cannot be clicked/selected refer to trigger events I think.
0
Post a test map with your ability?
0
Aha, this is a known issue here.
http://forums.sc2mapster.com/mapping-utilities/editor-bugs-and-feedback/5275-possible-fix-for-campaign-dependency-bug/
0
@ManySailboats
oh, to help you out, delete campaign dependency and see if you can then add the abilties and effects as needed.
0
Bump because I just tried it and had the same problem.
In fact, as soon as I added the liberty campaign dependencies, I found custom abilities unable to be added both to the abilities+ field and the command card. These were test abilities that I had made for this purpose. Before adding these dependencies, I was able to put them on new units. After adding dependencies, they did not show up.
I've just tested it again, and after modifying a unit that had those custom abilties which were added before hte dependencies, the abilities actually disappeared from his command card. i.e., they were there. I added dependencies and they were still there. I double clicked the abiltieis menu, changed nothing, clicked ok. Then they were no longer there or addable.
I've also tried removing the science vessel ability to get a stripped-down command card that I could copy-paste as
():((Irradiate)):((AbilCmd)):((Irradiate,Execute)):(()):(()):(()):(()):((0)):((0)):((2)):((1))
into the CUnit_CardLayouts + field.
After doing so, the button showed up on the command card, but the corresponding ability was not selected and still could not be.
I think this could be an editor bug. I've actually seen a lot of bugs since retail release. I very frequently have all the names of variables and triggers and sometimes units disappear when viewing others' maps and frequently have to re-add dependencies to get things in my own maps to work.
0
Heroes of Newerth, League of Legends, Demigod off the top of my head.
0
Two ways come to mind depending on what exactly you're going to do with this.
method 1: Have a trigger fire on Event- Unit takes damage. Make a comparison based on the unit's or units' facing directions and add any extra damage as necessary. This would probably require knowing the exact amounts of damage to add, but would require the least amount of work.
method 2: Have a trigger either periodically, on Ability- Move (turn) if that doesn't lag, or on a dummy damage effect apply a Buff to the unit with a Damage Response modification. In this case, you'd probably want to use multiple buffs in angle increments. That could mean a lot of buffs and triggers though they'd be very similar.
0
How can we be sure we aren't still in programmer's map?
I love the cockpit too.
0
@vjeux:
what I meant was that as long as the user can't open up the triggers and see what the encoding string is.
0
IANA leet hax0r, but, afaik, this encryption method is solid. He's essentially using the custom key that the mapmaker chooses as the pad for the encryption. As long as your maps aren't available in an unprotected format, this should work fine.
edited to say what I meant.
0
adding a checksum could help quite a bit for security.
edit: lmao. I was just going to refer you to RunLingRun before I noticed you were its author. I'm kinda curious about what you did with your character substitution cause I spent a night figuring out how to buff my chars :)