Further tinkering has found a potential (inelegant) solution of overlapping periodically created and destroyed rectangle regions attached to quad segments.
Alright, I've almost got it working by creating rectangle regions attached to each quad segment actor. It appears to work for the initial quad creation, but fails on subsequent quad segment creation/destruction.
<RegionFlags index="UseEffectRange" value="0"/> causes the quad's launch site to originate at current mouse position rather than caster position. This does not appear to change how the region behaves (ie region still does not scale with quad).
I can use that to do some neat things with quads (effectively replicating vector targeting visuals), but regions (at least the one's we have access to) don't seem to care about launch/impact scaling.
Astral shift has a fixed length, and so is its guide region. I'm trying to create a variable-length guide region.
I've attached a new demo map showing the issue with working guides (quad is variable length; the region is fixed length)--the ability in question is using the "Aether Storm" button.
Kerrigan's Psionic Shift (Psi Strike) from swarm uses a scaled quad, but no guide region.
Looking through storm game data makes me think this functionality is impossible without Quad Regions from storm (as utilized by Alarak's Deadly Charge).
I've linked the data I'm using for my stretch line quad--though the working part of my region (fixed length) using seemingly the same game data, does not work at all on this sample map. Not sure why, and I don't have the time to debug it :/
So I'm creating a dash ability that deals damage across its length and I want the distance traveled to be variable. My issue is creating the targeting region to go along with this (quad is fine).
The guide does not seem to stretch. It has a constant height, equal to the max height of the Quad (from the height field in the quad).
Guide region work as it should across the "horizontal axis"
Guide region does not care about length of the quad
I'm happy to paypal someone $25 USD if they can solve this for me.
I really miss the "5 most recent thread replies" summary on the front page of the old design. As old hand, that was mainly how I interacted with mapster without having to keep track of topics or navigate through forums.
Your errors are coming from two layout files, DescIndex.SC2Layout and Coop_GameMenuDialog.SC2Layout. My best guess is each references internal (blizz only) functionalities or files you don't have access to.
To fix this, save your map as .SC2Components, and browse to the error-inducing files.
Map.SC2Map > Base.SC2Data > UI > Layout
You can probably safely delete Coop_GameMenuDialog.SC2Layout to fix the first error. To fix the second, open DescIndex.SC2Layout and delete line 21, which should look like
So it looks like Arcane, Vindicator, NiceUsername, and myself will be attending BlizzCon this year. If anyone else is going, shoot me a PM and I'll buy you a drink.
Questions for you all:
1. What new SCII editor features would be the most beneficial to new mapmakers?
2. Any questions you'd like us to pass onto the dev team?
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Further tinkering has found a potential (inelegant) solution of overlapping periodically created and destroyed rectangle regions attached to quad segments.
VariableLengthLineTest_v3_EndlessQueries.SC2Map
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Alright, I've almost got it working by creating rectangle regions attached to each quad segment actor. It appears to work for the initial quad creation, but fails on subsequent quad segment creation/destruction.
VariableLengthLineTest_v2_SegmentRegions.SC2Map
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<RegionFlags index="UseEffectRange" value="0"/> causes the quad's launch site to originate at current mouse position rather than caster position. This does not appear to change how the region behaves (ie region still does not scale with quad).
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Have you seen this method of cursor position used in Storm?
I can use that to do some neat things with quads (effectively replicating vector targeting visuals), but regions (at least the one's we have access to) don't seem to care about launch/impact scaling.
EDIT: why does code block butcher my punctuation?
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Astral shift has a fixed length, and so is its guide region. I'm trying to create a variable-length guide region.
I've attached a new demo map showing the issue with working guides (quad is variable length; the region is fixed length)--the ability in question is using the "Aether Storm" button.
VariableLengthLineTest.SC2Map
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Kerrigan's Psionic Shift (Psi Strike) from swarm uses a scaled quad, but no guide region.
Looking through storm game data makes me think this functionality is impossible without Quad Regions from storm (as utilized by Alarak's Deadly Charge).
I've linked the data I'm using for my stretch line quad--though the working part of my region (fixed length) using seemingly the same game data, does not work at all on this sample map. Not sure why, and I don't have the time to debug it :/
https://mega.nz/#!GcRxFAiL!NnTlLi8ztHW5Lp_V1xcqNI-KZY62jzJSnHsHlZ1dDBE
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So I'm creating a dash ability that deals damage across its length and I want the distance traveled to be variable. My issue is creating the targeting region to go along with this (quad is fine).
The guide does not seem to stretch. It has a constant height, equal to the max height of the Quad (from the height field in the quad).
Guide region work as it should across the "horizontal axis"
Guide region does not care about length of the quad
I'm happy to paypal someone $25 USD if they can solve this for me.
0
I really miss the "5 most recent thread replies" summary on the front page of the old design. As old hand, that was mainly how I interacted with mapster without having to keep track of topics or navigate through forums.
0
Your errors are coming from two layout files, DescIndex.SC2Layout and Coop_GameMenuDialog.SC2Layout. My best guess is each references internal (blizz only) functionalities or files you don't have access to.
To fix this, save your map as .SC2Components, and browse to the error-inducing files.
Map.SC2Map > Base.SC2Data > UI > Layout
You can probably safely delete Coop_GameMenuDialog.SC2Layout to fix the first error. To fix the second, open DescIndex.SC2Layout and delete line 21, which should look like
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@TerraAzure: Go
It's pretty difficult to create lag with behavior and effect data. Use whichever creates better gameplay.
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@greythepirate: Go
So it looks like Arcane, Vindicator, NiceUsername, and myself will be attending BlizzCon this year. If anyone else is going, shoot me a PM and I'll buy you a drink.
Questions for you all:
1. What new SCII editor features would be the most beneficial to new mapmakers?
2. Any questions you'd like us to pass onto the dev team?
0
@Zolden: Go
Presumably this is possible as demo'd in the rainbow archon:
...unless they copied the timer events to the portrait actor as well...
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@wargirlwargirl: Go
Blizzcon is on Nov 4th, and Election Day is on Nov 8th :/
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Who's going this year?
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@onlyleviathan: Go
You can use the heroes of the storm status bar xml layout as an example: http://pastebin.com/2gkFUn2L
@Demtrod: Go
You can avoid all of that by implementing the same status bars as UI layout elements.