I'm not sure about the ability to do those either. How about surrounding the area in LOS blockers, then revealing the area surrounding the primary area.
Anytime I've tried using that action, the doodads won't have pathing. Units will just be able to go right through them. That's probably why units were suggested.
As for making stuff look infested that normally isn't infested, I did experiment a bit with this before. The best method I found was to use the "attach model to unit" action. Then look for models with infestation as the first word, and see what looks best attached to that building. I attached the command center infestation to a mothership for fun :)
There's an infestation behavior that you apply to infestable buildings (these are specific unit types, like infestable barracks, not the regular barracks). Giving them the behavior will give them all the infested tentacles and stuff.
Also, don't forget that before you change to night, you need to pause all unit, and send a text message to all players saying "What a horrible night to have a curse." Fade out, change your lighting, then fade in and unpause all units.
I had the same problem as metalking, couldn't see or use my mouse cursor. When hitting enter to type a message, however, the cursor will appear and then it can be used.
Thoughts while playing through mission:
Cut scenes make me wish for voice acting. (There's something about always having to look down to read lots of dialogue that's a tad annoying)
I don't like how zoomed in the camera is.
At the the part where you attack a hatchery. Maybe give the larva less health/armor so the ally units aren't sitting there shooting them for so long.
Aww, Maxwell died going after a nydus worm with friends while defending the base. People usually don't like to replay a mission to get back to where they were, and since Blizzard doesn't allow map makers to use a checkpoint save system, its probably best to make some sort of revival system.
Edit: I added the show/hide mouse cursor action after cinematic mode was engaged in the Dialog - Difficulty Choosing trigger, and that fixed it. You would want to add the action again after a difficulty is chosen to hide it though.
I'm surprised other people were able to see their cursors during cinematic mode, as I've been used to it always being hidden during it.
The campaign dependencies have invisible pylons you can add to a map (or perhaps make your own). Or you could add the behavior that gives power to some unit of the computer.
They actually seemed weird to me ever since I started using HOTS dependencies (maybe just campaign HOTS?).
The way to convert a timer into text and therefore use it in any text area (dialog, text tag, etc), is to use> convert integer to text(convert real to integer(remaining time of timer)). Then you have to use a repeat function or something similar to update that text every second.
For instance for a dialog you might do something like
Awesome call with the grid idea, works quite well. I also found that instead of going to 256, you can use the function height/width of region (entire map).
For anyone interested, I've attached the updated version with the grid method.
So, I was trying to come up with a way to reveal only certain cliff levels, and there's some frustrating stuff,
1. When it comes to circular revealers, there seems to be a radius limit on the size they can be (If they are above, they'll just get shrunk down in game).
2. Rectangular revealers seem to either act funny with cliff levels, or just ignore them entirely.
So I made a loop that searches out random points that haven't been revealed yet on the low ground and reveals them based on that. It results in a much slower revealer, and can be splotchy.
Just curious if anyone has a better way to do this, or knows the reasons for the above problems. And if you're just curious on how to do this (likely inefficient) way of revealing, the test map is attached.
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I'm not sure about the ability to do those either. How about surrounding the area in LOS blockers, then revealing the area surrounding the primary area.
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Lots of good submissions.
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@BasharTeg: Go
Why would you use both?
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@MasterWrath: Go
Anytime I've tried using that action, the doodads won't have pathing. Units will just be able to go right through them. That's probably why units were suggested.
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I believe it's the Colony Infestation behavior.
As for making stuff look infested that normally isn't infested, I did experiment a bit with this before. The best method I found was to use the "attach model to unit" action. Then look for models with infestation as the first word, and see what looks best attached to that building. I attached the command center infestation to a mothership for fun :)
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I get the feeling there's some sort of inside joke here...
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There's an infestation behavior that you apply to infestable buildings (these are specific unit types, like infestable barracks, not the regular barracks). Giving them the behavior will give them all the infested tentacles and stuff.
0
Also, don't forget that before you change to night, you need to pause all unit, and send a text message to all players saying "What a horrible night to have a curse." Fade out, change your lighting, then fade in and unpause all units.
0
I suppose saving is less of an issue, if you don't ever plan on it being something for the arcade.
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I had the same problem as metalking, couldn't see or use my mouse cursor. When hitting enter to type a message, however, the cursor will appear and then it can be used.
Thoughts while playing through mission: Cut scenes make me wish for voice acting. (There's something about always having to look down to read lots of dialogue that's a tad annoying)
I don't like how zoomed in the camera is.
At the the part where you attack a hatchery. Maybe give the larva less health/armor so the ally units aren't sitting there shooting them for so long.
Aww, Maxwell died going after a nydus worm with friends while defending the base. People usually don't like to replay a mission to get back to where they were, and since Blizzard doesn't allow map makers to use a checkpoint save system, its probably best to make some sort of revival system.
Edit: I added the show/hide mouse cursor action after cinematic mode was engaged in the Dialog - Difficulty Choosing trigger, and that fixed it. You would want to add the action again after a difficulty is chosen to hide it though.
I'm surprised other people were able to see their cursors during cinematic mode, as I've been used to it always being hidden during it.
0
@LuciusSilanus: Go
The campaign dependencies have invisible pylons you can add to a map (or perhaps make your own). Or you could add the behavior that gives power to some unit of the computer.
0
@GlornII: Go
"Think they would give 2 shits?" Nope. haha
0
They actually seemed weird to me ever since I started using HOTS dependencies (maybe just campaign HOTS?).
The way to convert a timer into text and therefore use it in any text area (dialog, text tag, etc), is to use> convert integer to text(convert real to integer(remaining time of timer)). Then you have to use a repeat function or something similar to update that text every second.
For instance for a dialog you might do something like
repeat forever
wait - 1 second
set dialog item text (see second paragraph)
if remaining time of timer = 0 then break loop.
0
@FunkyUserName: Go
Awesome call with the grid idea, works quite well. I also found that instead of going to 256, you can use the function height/width of region (entire map).
For anyone interested, I've attached the updated version with the grid method.
0
So, I was trying to come up with a way to reveal only certain cliff levels, and there's some frustrating stuff,
1. When it comes to circular revealers, there seems to be a radius limit on the size they can be (If they are above, they'll just get shrunk down in game).
2. Rectangular revealers seem to either act funny with cliff levels, or just ignore them entirely.
So I made a loop that searches out random points that haven't been revealed yet on the low ground and reveals them based on that. It results in a much slower revealer, and can be splotchy.
Just curious if anyone has a better way to do this, or knows the reasons for the above problems. And if you're just curious on how to do this (likely inefficient) way of revealing, the test map is attached.