Here is just a feature list and short descriptions of what I found. And it would be bit long. Please remember the Heart of the Swarm is still under development, so I believe blizzard would add more features in future.
In the new Battle.net interface, you can copy link of certain pages in-game to the clipboard. This include map info pages.
So you can copy a link of your map, and give it to other player. Clicking this link would navigate the player to your map info page (If SC2 isn't running, it would launch the StarCraft II first, the player still need to enter name/password to login though).
For example, this link launches you to the game info map of "NewKirk City" map (You need to have beta acess of course) starcraft://map/98/1121
The only problem is I didn't see a Create Game or Join Game button in this page, we really need this! I guess blizzard just haven't added them yet, or these button would for Arcade Games only?
Custom Interface for OB
In 2.0.1 editor, you can create StarCraft II Interface Files. To do it you need to create a Mod and save it as .SC2Interface file. You can only customize UI layouts in Interface files, and can't have any trigger or data part in it.
I found that in beta game there is an Observer Interface dropbox in Options->Gameplay sheet. Which I believe could be used determine the .SC2Interface file you want to use when play as OB or watching Reps. I guess it's a bit like the Add-ons in WoW. Just haven't found out where you should put the .SC2Interface file to in order to allow the dropbox detect them. Tried put them under "Maps\", "Mods\" and "Interface\", doesn't seem to work though.
Physic & Ragdoll
Beta Patch 2.0.1 add many Ragdoll death models with full physic bodys, let start to explode Marines!
New Game Attribut
A new Game Attribute added: Game Privacy, allows map maker and players to decide if the Game would hide Build Order and Match History.
The Instance List of Terrain Editor now have a Group dropbox, which would allow you to show pre-placed objects in specified group only (you can define pre-placed Object Groups in Map menu)
Add a Force Occlusion Hide flag for pre-placed doodads.
Water palette now have a Height slide bar, allows you modify the Water height easier (Doesn't have to open the Water Editor).
New Card...
Command Card editor in Data Module now allows you to create and modify more than 4 Command Cards per unit (which can only be done by XML before). You can press “New Card...” to add new Command Card.
Sort Fields By Source
Data Editor now came Sort Fields By Source option (On by default), which would display fields from the same mods together.
Herd removed
The two catalog (Herd and HerdNode, see [link]) which added in 2.0.0 got removed 2.0.1
Impulses are now Forces
All CActorImpulseXXX actor classes are renamed to CActorForceXXX, and some field changes.
Buff & Items work while dead
Now, Behaviors and Items can still work when the unit is dead, by checking their "Enabled While Dead" flag. (Abilities can already do it since patch 1.5)
Reset Event
Actor Editor added a "Reset Event" command, which I assume is used to reset the selected actor event, but it seems this command doesn't work properly.
Actor Event Color
In Actor Editor, overridden Actor Events now displayed as red, and new events displayed as green.
Ability
Arm Magazine type abilities (CAbilArmMagazine) now can fire effect when ammo release. (CAbilArmMagazine.EffectArray[Release])
Augment abilities (CAbilAugment) now have a "Smart" flag.
Effect abilities (CAbilEffect) now have a "Clear Last Attack Target" flag and a "Line Movement" flag. (Still I not sure what is "Line Movement" though, need more tests).
New field for CAbilEffectTarget: FinishCommand. Which could issue order to the unit after it finishing using the ability.
Effect abilities now have a "Cancel Cost" property, which determine the cost to cancel this ability.
Morph abilities (CAbilMorph) new have a "Transient" flag.
Actor
New actor event: UnitHeightUpdate. Can be fired when unit land and/or lift.
New actor event: UnitPoints. Obviously, it would be fired when player earn XP (related to the new Battle.net XP system).
New actor event: UnitRegen. Can be fired when unit is start/stop life/energy/shield regeneration.
Actor event - UnitRefund now have a Morph sub name, can capture refund event in morphing progress.
New actor System References:
::HostCaster, ::HostImpactInternal, ::HostLaunchInternal, ::HostMissile ::HostOffset
New actor Site Operation: Hosted Offset, Random Point In Crossbar, Random Point In Sphere
CActorSiteOpHigherOfTerrainAndWater now have two new flags: "Follow Waves" and "Pass Through If No Water". Make it much easier to create navy actors.
New actor messages for actor force customizing: ForceSetAngle, ForceSetHeight, ForceSetLength, ForceSetMagnitude, ForceSetRadius, and ForceSetWidth.
New actor messages for actor for movement tracking: MovementTrackingStart Start, MovementTrackingStop.
New actor messages for physic impact: PhysicsImpactsEnable, PhysicsImpactTerrainReject, PhysicsImpactTerrainValidate, ScenePhysicsImpactSpy.
New actor messages: SetTextLocalized, used to set actor text to localized texts.
New actor term: AnimPlayable. Check if an animation property is playable.
New actor term: IsUnderwater. Check if the actor is under water.
New actor term: MovementNetOverInterval. Not sure what does this one do, hmmm.
Alert
Alerts now can be set to only be seen by Observers. (CAlert.Display[Observer])
Attach Method
New Attach Method: Incoming
Behavior
New Buff state: Line Movement. Not sure what it does, but it obviously has something to do with the new flags of effect abilities.
New Buff state: TransientMorph.
Effect
New Effect: Cancel Order. Can be used to cancel specified ability command from the unit's order queue.
New flags for Create Unit typed effects (CEffectCreateUnit): "Precursor", "Select Control Groups"
Create Unit typed effects now have a "RallyUnit" property, which identifies a unit whose rally instructions are copied and issued to the created unit.
Modify Player typed effects (CEffectModifyPlayer) now have a "Cost" property, which could ask the player to "spend" resources, cooldowns, and/or charges, even if you don't have an ability to do these requests.
Modify Unit typed effects (CEffectModifyUnit) now have a "Copy Rally Count" property, which allows you to copy rally points from other unit.
Use Magazine typed effects (CEffectUseMagazine) now have a "Magazine Ability" property, which specifies an explicit Arm Magazine ability to use ammo from. If not specified, it will cycle through the activated Arm Magazine abilities and use one ammo from the first one capable of launching.
Game
New flag for CGame: "Density Persistent".
New CGame property: "Food Capped Max", which determine the max food cap.
New CGame property: "Melee Points Threshold"
Game UI
New CGameUI properties for CameraEventThreshold: Camera Event Threshold Distance, Camera Event Threshold Pitch, Camera Event Threshold Target, Camera Event Threshold Yaw
New CGameUI property: "Command Hotkey Repeat Ignored".
New CGameUI properties for Help Control setting: Help Control Categories, Help Controls, Help Game Mechanics, Help Tech Title.
New CGameUI property: "Loading Screen Help Intro"
Model
New Model properties for physic death factors: Physics Death Motion Factor, Physics Force Factor.
Unit
Command Card buttons now have a "ShowInGlossary" flag, which allows them to be displayed in help menu glossary.
Units now have an "Effect" property, allows you to execute effects when the unit Birth/Create/Death/Revive.
Three new flags for CUnit: "AI Resource Blocker"(let AI know it's a rock which block an expansion), "Ignore Attack Alert", "Prefer Last Attack Target".
Validator
New Validator: Location Crosses Chasm. Can be used to check if there is a chasm between to location.
New Mouse coord system
In 2.0.1, the size of full SC2 game screen is always considered to be 1600x1200 in mouse coord system, not matter what the current resolution ratio is.
Note, the mouse coord system is different the UI Layout/Dialog coord system (Which would affected by your ratio).
Trigger Explorer
Trigger Editor now has an Explorer frame, just like the Object Explore, it would display the linked objects of the selected trigger.
Check "View->Show Explorer" to show this frame.
History Navigator
The toolbar of trigger editor now have a "Forward" and "Back" button which work just like the same named buttons on IE, and allow you jump back and forth in trigger editor. It is very useful when you want to jump to a function to see its contents then jump back to continue your works.
UI
Now we can use actions to filter the ability classes in Path Display system.
Now we can control Battle Report UI as a dialog item :
nativeintBattleReportGetDialogControl();
Dialog
Now we can set the anchors of Board and Timer Windows. (Set their positions related to other dialog items)
A new dialog item type: Cutscene. Which allows us to play cutscene on UI layer.
Two new dialog item properties, Allow Mouse Buttons and Alpha Mask. Support all dialog item types
Now we can clear selection in specified List Box.
A new function which allows us to check the pathing type of specified points:
nativeintPathingType(pointinPos);
A new function to check if the game is played on BN.
nativeboolGameIsOnline();
Objective
Now we can change the Priority of Objective items.
Timer
Timer window is more customizable now, we can set its anchor, total height and bar/border images.
Unit
Now we have an official action: "Open Inventory Container". Which allows us to open/close inventory container of a specified unit for specified player.
Find Placement functions now can set extra tests. For example, if the placement would test fog, power, visibility, creeps etc.
A new function "Triggering Damage Absorbed" added to return the total damage amount, including the damage be absorbed by target unit's behavior. While the old "Triggering Damage Taken" only return the actual damage dealt to the target.
Visibility
A new function "Point Is Visible For Player" added to check if a point is visible for specified player.
A new button "Toggle Frame Editor" added to the toolbar of UI Editor, but it does nothing. I guess it hasn't done yet, the "Frame Editor" sound like a new layout view which opposite to the law XML view.
Thanks for all the info. Pretty impressive stuff. I have a few questions. With the new movement tracking actor event are you able to possibly get a unit to retrace their previous movement? Would have some amazing potential applications. Also any idea if the 32 ability limit per unit has been raised since you can have more command cards now? Also, being an absolute cutscene noob, with the new ability to play a cutscene in a dialog, is it possible to have a premade cutscene that can be played at will and not affect gameplay? So in essence is it possible to have premade cutscenes that don't actually play out in the actual game?
Thanks a lot for these posts :) The new changes look awesome, will have to mess around with that data editor chart to see how useful it is.
Also, did they improve the way links in the data editor work? In 1.5, if you add a "remove behavior" effect to an effect chain, then select a weapon that uses that effect chain, the removed behavior is not linked (And therefore not duplicateable), things like that exist for some other cases, and certain actors also tend to not provide links from actor events in some cases.
Thanks a lot for these posts :) The new changes look awesome, will have to mess around with that data editor chart to see how useful it is.
Also, did they improve the way links in the data editor work? In 1.5, if you add a "remove behavior" effect to an effect chain, then select a weapon that uses that effect chain, the removed behavior is not linked (And therefore not duplicateable), things like that exist for some other cases, and certain actors also tend to not provide links from actor events in some cases.
Keep up the great work :)
As far as I know this behavior hasn't changed at all, there are a still a lot of different actors and effects that don't get linked. Maybe some of them got fixed and I've only had the chance to mess around for about 20-30 minutes this morning, but for example things like Site Operations or the new Physics Force Actors didn't get linked (not in the object explorer and not in the new flow chart thing).
I think if you get used to it it is pretty useful, but I personally won't use it that much I think. We will see.
Has anyone tried to create one of these Force weapons that throw ragdolls around on unit death from scratch? As I said I didn't have much time to test it but every attempt I tried failed miserably. That said, I tried to use it on an ability that has no direct impact target, while I think the built in weapons (for example the siege tank) heavily use the action actor impact specifications to identify the right target for the Force (Sphere) actor. Does anyone know what exact modifications are necessary to make a weapon throw ragdolls around on a kill?
edit:
What hit me as remarkable were all the new info boxes for almost all data values though. From what I saw there were really few data values that were not explained by a short text. I don't know how it looks for more obscure data types (I only looked into actors, effects and models basically), but for actors and effects specifically it looks really really good.
edit2:
Also of course amazing compilation Renee. Can't stress enough how awesome you are, I hope you will never get tired of helping all of us SO much with this!
Thanks for all the info. Pretty impressive stuff. I have a few questions. With the new movement tracking actor event are you able to possibly get a unit to retrace their previous movement? Would have some amazing potential applications. Also any idea if the 32 ability limit per unit has been raised since you can have more command cards now? Also, being an absolute cutscene noob, with the new ability to play a cutscene in a dialog, is it possible to have a premade cutscene that can be played at will and not affect gameplay? So in essence is it possible to have premade cutscenes that don't actually play out in the actual game?
As far as I know, the ability limit is still 32. For the movement tarcking things, I'm not quite sure what you want to do, so it is hard to say yes or no.
If you play the cutscene on UI, it is definitely not playing in game world. So I would say it won't affect the game world.
But technically, cutscenes aren't pre-rendered things, they still needs resources to be rendered in run time though. So, the game performance would be affected more or less. (Just like anything else that consume resources)
As far as I know, the ability limit is still 32. For the movement tarcking things, I'm not quite sure what you want to do, so it is hard to say yes or no.
If you play the cutscene on UI, it is definitely not playing in game world. So I would say it won't affect the game world.
But technically, cutscenes aren't pre-rendered things, they still needs resources to be rendered in run time though. So, the game performance would be affected more or less. (Just like anything else that consume resources)
Thanks for clearing things up. Shame ability limit is still 32 but it really doesn't matter for nearly every project. I guess I will have to try experimenting the movement tracking when I get HoTS. It could potentially be really powerful but it could end up being underwhelming like redirect missiles effect turned out as. It's good to know that cutscenes don't end up playing out in the game world. I feel one of the biggest limitations of SC2 maps is the limited map space. Overall the 1.5 changes and the future HoTS changes are awesome!
@Existor371: Go As TaintedWisp is saying, it's missing files. The first time you start a HotS match the files will get inizialized and it should be fixed. I don't know if it's possible to get these files when you're not in beta.
Yea, you replyed on every of my 'new feature' threads again again and again, saying "no selection limit the editor is rubbish I don't care any other features" instead of posting a suggestion thread on BN. NIce
Beta Patch 2.0.1 introduced more Editor features.
Here is just a feature list and short descriptions of what I found. And it would be bit long. Please remember the Heart of the Swarm is still under development, so I believe blizzard would add more features in future.
http://www.sc2mapster.com/forums/42797
General Features
Bug Fix
Beta Patch 2.0.1 finally fixed most of the long standing editor bugs, for more information, see
http://us.battle.net/sc2/en/forum/topic/6398669960
Page Link
In the new Battle.net interface, you can copy link of certain pages in-game to the clipboard. This include map info pages. So you can copy a link of your map, and give it to other player. Clicking this link would navigate the player to your map info page (If SC2 isn't running, it would launch the StarCraft II first, the player still need to enter name/password to login though).
For example, this link launches you to the game info map of "NewKirk City" map (You need to have beta acess of course)
starcraft://map/98/1121
The only problem is I didn't see a Create Game or Join Game button in this page, we really need this! I guess blizzard just haven't added them yet, or these button would for Arcade Games only?
Custom Interface for OB
In 2.0.1 editor, you can create StarCraft II Interface Files. To do it you need to create a Mod and save it as .SC2Interface file. You can only customize UI layouts in Interface files, and can't have any trigger or data part in it.
I found that in beta game there is an Observer Interface dropbox in Options->Gameplay sheet. Which I believe could be used determine the .SC2Interface file you want to use when play as OB or watching Reps. I guess it's a bit like the Add-ons in WoW. Just haven't found out where you should put the .SC2Interface file to in order to allow the dropbox detect them. Tried put them under "Maps\", "Mods\" and "Interface\", doesn't seem to work though.
Physic & Ragdoll
Beta Patch 2.0.1 add many Ragdoll death models with full physic bodys, let start to explode Marines!
New Game Attribut
A new Game Attribute added: Game Privacy, allows map maker and players to decide if the Game would hide Build Order and Match History.
New ability stages
Two new ability stage added: Bail and Wait.
New Editor Icons
Some editor button and elements got new Icons.
Terrain Editor
Data Editor
General
Beta Patch 2.0.1 added tons of new tooltips for Data Editor fields, very useful for the Data Editor users.
Data Navigator is a new visualized to dispaly how all objects are linked to each other, it is much better than the old Object Explorer.
For more information, see
http://us.battle.net/sc2/en/forum/topic/7004033102#4
Command Card editor in Data Module now allows you to create and modify more than 4 Command Cards per unit (which can only be done by XML before). You can press “New Card...” to add new Command Card.
Data Editor now came Sort Fields By Source option (On by default), which would display fields from the same mods together.
The two catalog (Herd and HerdNode, see [link]) which added in 2.0.0 got removed 2.0.1
All CActorImpulseXXX actor classes are renamed to CActorForceXXX, and some field changes.
Now, Behaviors and Items can still work when the unit is dead, by checking their "Enabled While Dead" flag. (Abilities can already do it since patch 1.5)
Actor Editor added a "Reset Event" command, which I assume is used to reset the selected actor event, but it seems this command doesn't work properly.
In Actor Editor, overridden Actor Events now displayed as red, and new events displayed as green.
Ability
Arm Magazine type abilities (CAbilArmMagazine) now can fire effect when ammo release. (CAbilArmMagazine.EffectArray[Release])
Augment abilities (CAbilAugment) now have a "Smart" flag.
Effect abilities (CAbilEffect) now have a "Clear Last Attack Target" flag and a "Line Movement" flag. (Still I not sure what is "Line Movement" though, need more tests).
New field for CAbilEffectTarget: FinishCommand. Which could issue order to the unit after it finishing using the ability.
Effect abilities now have a "Cancel Cost" property, which determine the cost to cancel this ability.
Morph abilities (CAbilMorph) new have a "Transient" flag.
Actor
New actor event: UnitHeightUpdate. Can be fired when unit land and/or lift.
New actor event: UnitPoints. Obviously, it would be fired when player earn XP (related to the new Battle.net XP system).
New actor event: UnitRegen. Can be fired when unit is start/stop life/energy/shield regeneration.
Actor event - UnitRefund now have a Morph sub name, can capture refund event in morphing progress.
New actor System References:
::HostCaster, ::HostImpactInternal, ::HostLaunchInternal, ::HostMissile ::HostOffset
New actor Site Operation: Hosted Offset, Random Point In Crossbar, Random Point In Sphere
CActorSiteOpHigherOfTerrainAndWater now have two new flags: "Follow Waves" and "Pass Through If No Water". Make it much easier to create navy actors.
New actor messages for actor force customizing: ForceSetAngle, ForceSetHeight, ForceSetLength, ForceSetMagnitude, ForceSetRadius, and ForceSetWidth.
New actor messages for actor for movement tracking: MovementTrackingStart Start, MovementTrackingStop.
New actor messages for physic impact: PhysicsImpactsEnable, PhysicsImpactTerrainReject, PhysicsImpactTerrainValidate, ScenePhysicsImpactSpy.
New actor messages: SetTextLocalized, used to set actor text to localized texts.
New actor term: AnimPlayable. Check if an animation property is playable.
New actor term: IsUnderwater. Check if the actor is under water.
New actor term: MovementNetOverInterval. Not sure what does this one do, hmmm.
Alert
Alerts now can be set to only be seen by Observers. (CAlert.Display[Observer])
Attach Method
New Attach Method: Incoming
Behavior
New Buff state: Line Movement. Not sure what it does, but it obviously has something to do with the new flags of effect abilities.
New Buff state: TransientMorph.
Effect
New Effect: Cancel Order. Can be used to cancel specified ability command from the unit's order queue.
New flags for Create Unit typed effects (CEffectCreateUnit): "Precursor", "Select Control Groups"
Create Unit typed effects now have a "RallyUnit" property, which identifies a unit whose rally instructions are copied and issued to the created unit.
Modify Player typed effects (CEffectModifyPlayer) now have a "Cost" property, which could ask the player to "spend" resources, cooldowns, and/or charges, even if you don't have an ability to do these requests.
Modify Unit typed effects (CEffectModifyUnit) now have a "Copy Rally Count" property, which allows you to copy rally points from other unit.
Use Magazine typed effects (CEffectUseMagazine) now have a "Magazine Ability" property, which specifies an explicit Arm Magazine ability to use ammo from. If not specified, it will cycle through the activated Arm Magazine abilities and use one ammo from the first one capable of launching.
Game
New flag for CGame: "Density Persistent".
New CGame property: "Food Capped Max", which determine the max food cap.
New CGame property: "Melee Points Threshold"
Game UI
New CGameUI properties for CameraEventThreshold: Camera Event Threshold Distance, Camera Event Threshold Pitch, Camera Event Threshold Target, Camera Event Threshold Yaw
New CGameUI property: "Command Hotkey Repeat Ignored".
New CGameUI properties for Help Control setting: Help Control Categories, Help Controls, Help Game Mechanics, Help Tech Title.
New CGameUI property: "Loading Screen Help Intro"
Model
New Model properties for physic death factors: Physics Death Motion Factor, Physics Force Factor.
Unit
Command Card buttons now have a "ShowInGlossary" flag, which allows them to be displayed in help menu glossary.
Units now have an "Effect" property, allows you to execute effects when the unit Birth/Create/Death/Revive.
Three new flags for CUnit: "AI Resource Blocker"(let AI know it's a rock which block an expansion), "Ignore Attack Alert", "Prefer Last Attack Target".
Validator
New Validator: Location Crosses Chasm. Can be used to check if there is a chasm between to location.
Trigger Editor
General
In 2.0.1, the size of full SC2 game screen is always considered to be 1600x1200 in mouse coord system, not matter what the current resolution ratio is.
Trigger Editor now has an Explorer frame, just like the Object Explore, it would display the linked objects of the selected trigger.
Check "View->Show Explorer" to show this frame.
The toolbar of trigger editor now have a "Forward" and "Back" button which work just like the same named buttons on IE, and allow you jump back and forth in trigger editor. It is very useful when you want to jump to a function to see its contents then jump back to continue your works.
UI
Now we can use actions to filter the ability classes in Path Display system.
Now we can control Battle Report UI as a dialog item :
Dialog
Now we can set the anchors of Board and Timer Windows. (Set their positions related to other dialog items)
A new dialog item type: Cutscene. Which allows us to play cutscene on UI layer.
Two new dialog item properties, Allow Mouse Buttons and Alpha Mask. Support all dialog item types
Now we can clear selection in specified List Box.
A new function which allows us to check the pathing type of specified points:
A new function to check if the game is played on BN.
Objective
Now we can change the Priority of Objective items.
Timer
Timer window is more customizable now, we can set its anchor, total height and bar/border images.
Unit
Now we have an official action: "Open Inventory Container". Which allows us to open/close inventory container of a specified unit for specified player.
Find Placement functions now can set extra tests. For example, if the placement would test fog, power, visibility, creeps etc.
A new function "Triggering Damage Absorbed" added to return the total damage amount, including the damage be absorbed by target unit's behavior. While the old "Triggering Damage Taken" only return the actual damage dealt to the target.
Visibility
A new function "Point Is Visible For Player" added to check if a point is visible for specified player.
AI Editor
UI Editor
Thanks for all the info. Pretty impressive stuff. I have a few questions. With the new movement tracking actor event are you able to possibly get a unit to retrace their previous movement? Would have some amazing potential applications. Also any idea if the 32 ability limit per unit has been raised since you can have more command cards now? Also, being an absolute cutscene noob, with the new ability to play a cutscene in a dialog, is it possible to have a premade cutscene that can be played at will and not affect gameplay? So in essence is it possible to have premade cutscenes that don't actually play out in the actual game?
@Renee2islga: Go
Thanks a lot for these posts :) The new changes look awesome, will have to mess around with that data editor chart to see how useful it is.
Also, did they improve the way links in the data editor work? In 1.5, if you add a "remove behavior" effect to an effect chain, then select a weapon that uses that effect chain, the removed behavior is not linked (And therefore not duplicateable), things like that exist for some other cases, and certain actors also tend to not provide links from actor events in some cases.
Keep up the great work :)
As far as I know this behavior hasn't changed at all, there are a still a lot of different actors and effects that don't get linked. Maybe some of them got fixed and I've only had the chance to mess around for about 20-30 minutes this morning, but for example things like Site Operations or the new Physics Force Actors didn't get linked (not in the object explorer and not in the new flow chart thing).
I think if you get used to it it is pretty useful, but I personally won't use it that much I think. We will see.
Has anyone tried to create one of these Force weapons that throw ragdolls around on unit death from scratch? As I said I didn't have much time to test it but every attempt I tried failed miserably. That said, I tried to use it on an ability that has no direct impact target, while I think the built in weapons (for example the siege tank) heavily use the action actor impact specifications to identify the right target for the Force (Sphere) actor. Does anyone know what exact modifications are necessary to make a weapon throw ragdolls around on a kill?
edit:
What hit me as remarkable were all the new info boxes for almost all data values though. From what I saw there were really few data values that were not explained by a short text. I don't know how it looks for more obscure data types (I only looked into actors, effects and models basically), but for actors and effects specifically it looks really really good.
edit2:
Also of course amazing compilation Renee. Can't stress enough how awesome you are, I hope you will never get tired of helping all of us SO much with this!
Thanks renee, hard work as always. We appreciate the effort for those who don't have beta access
As far as I know, the ability limit is still 32. For the movement tarcking things, I'm not quite sure what you want to do, so it is hard to say yes or no.
If you play the cutscene on UI, it is definitely not playing in game world. So I would say it won't affect the game world.
But technically, cutscenes aren't pre-rendered things, they still needs resources to be rendered in run time though. So, the game performance would be affected more or less. (Just like anything else that consume resources)
I have error when launching the editor. It says that in installed version there are some missed files. Is there a way to fix it?
@Existor371: Go
2 ways.
1. Have someone send you the missing files, that may fix it
and
2. Re-Install
Thanks for clearing things up. Shame ability limit is still 32 but it really doesn't matter for nearly every project. I guess I will have to try experimenting the movement tracking when I get HoTS. It could potentially be really powerful but it could end up being underwhelming like redirect missiles effect turned out as. It's good to know that cutscenes don't end up playing out in the game world. I feel one of the biggest limitations of SC2 maps is the limited map space. Overall the 1.5 changes and the future HoTS changes are awesome!
@Existor371: Go As TaintedWisp is saying, it's missing files. The first time you start a HotS match the files will get inizialized and it should be fixed. I don't know if it's possible to get these files when you're not in beta.
so still no way to change unit selection limit =\ sigh. i give up.
@maverck: Go
Yea, you replyed on every of my 'new feature' threads again again and again, saying "no selection limit the editor is rubbish I don't care any other features" instead of posting a suggestion thread on BN. NIce
well i have, i've also had people contact blizzard directly, but whatever. every time a patch comes out i get my hopes up.
TEHN JUST USE TRIGGER
@Renee2islga: Go
Hey Renee, I asked a blizz dev, and I can confirm RAGDOLL BODY LOCATIONS ARE NOT TRACKED!!