Here's a neat trick: You can show damage per second as <d ref="Effect,YourDamageEffectHere,Amount / Weapon,YourWeaponHere,Period"/>
You can leave out the precision if you want, that just makes it use up to 2 decimal places before rounding (by default it rounds to the nearest whole number.)
1. Make the ability not channeled, and then flag it as transient.
2. Make it into a weapon and then set the flags up so it can fire while moving (see diamondback or phoenix) and set the chase and target filters appropriately.
3. Make it into a behavior that uses a periodic effect.
What you can't make it is a channeled (i.e. non-instant) ability as units can only have one current order at a time and if that order is to heal then it's not to move and vice versa.
Get the damn Live matches off the main page. Its extremely annoying to hear people talking and wait for the damn page to load. The custom Live stuff should have its own section and stay there.
I have to agree with this, it's really annoying. Nothing wrong with newsing livecasts but maybe put up static images that link to the feed instead of the feed itself.
Anybody who thinks that implementing client-side prediction is a matter of "commenting out" a few lines of code is ignorant beyond belief.
How about we stop making topics about this every week and put up a sticky somewhere saying yes WASD maps are going to lag, no there's nothing you can do about it, and no blizzard hasn't announced any plans to revamp the engine to better support action-style maps (nor is it likely they will as that would involve a significant rewrite of the engine.)
Depending on how it's implemented, if you're using recursion you'll hit the maximum effect chain depth relatively quickly (5 targets sounds about right.)
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@Radgh: Go
<d ref="Effect,YourDamageEffectHere,Amount" precision="2"/>
<d ref="Weapon,YourWeaponHere,Range" precision="2"/>
<d ref="Weapon,YourWeaponHere,Period" precision="2"/>
Here's a neat trick: You can show damage per second as <d ref="Effect,YourDamageEffectHere,Amount / Weapon,YourWeaponHere,Period"/>
You can leave out the precision if you want, that just makes it use up to 2 decimal places before rounding (by default it rounds to the nearest whole number.)
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Who cares about patch notes, undocumented editor changes are far more interesting :)
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There are a few ways:
1. Make the ability not channeled, and then flag it as transient.
2. Make it into a weapon and then set the flags up so it can fire while moving (see diamondback or phoenix) and set the chase and target filters appropriately.
3. Make it into a behavior that uses a periodic effect.
What you can't make it is a channeled (i.e. non-instant) ability as units can only have one current order at a time and if that order is to heal then it's not to move and vice versa.
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@rodnik: Go
No the limitations are real. Best thing to do is to provide feedback to Blizzard asking them to fix it in the future.
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@Introversity: Go
Check "Clear Order Queue" (or something like that) in the teleport effect.
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So make an actor for it...
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Assign start locations to players.
Although:
Is nonsensical.
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Use a unit type validator.
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I have to agree with this, it's really annoying. Nothing wrong with newsing livecasts but maybe put up static images that link to the feed instead of the feed itself.
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Have you tested this in multiplayer? It's a good proof of concept but I'm curious if the performance is tolerable online.
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Model field under the interceptor's Actor.
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http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
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Anybody who thinks that implementing client-side prediction is a matter of "commenting out" a few lines of code is ignorant beyond belief.
How about we stop making topics about this every week and put up a sticky somewhere saying yes WASD maps are going to lag, no there's nothing you can do about it, and no blizzard hasn't announced any plans to revamp the engine to better support action-style maps (nor is it likely they will as that would involve a significant rewrite of the engine.)
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Depending on how it's implemented, if you're using recursion you'll hit the maximum effect chain depth relatively quickly (5 targets sounds about right.)
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And that won't block flying units...
However, next to the No Pathing icon is a "No Fly Zone" button which will.