I'm curious if anyone has managed to find a solution to get this working in a context where it might be used by multiple units. It seems as if the Abil.*.Cursor event is not seen by the casting unit's actor, and without that (or using globals, as the penetrator round implementation does - but thus making it not work with multiple units) I am not sure how to go about implementing this, or even if it's possible.
I would imagine a morph ability causes the map to preload assets for the morphed units.
Now, if the morph abilities are increasing the load times even when it's possible to build the morphed units directly, then that sounds like a bug and you should report it. But if by removing the morph ability you're effectively removing the morphed units from the game, then it should reduce the load time as that's fewer art and sound assets to preload.
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Abilities can't have two target points. The targeting system is very limited.
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I'm curious if anyone has managed to find a solution to get this working in a context where it might be used by multiple units. It seems as if the Abil.*.Cursor event is not seen by the casting unit's actor, and without that (or using globals, as the penetrator round implementation does - but thus making it not work with multiple units) I am not sure how to go about implementing this, or even if it's possible.
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I would imagine a morph ability causes the map to preload assets for the morphed units.
Now, if the morph abilities are increasing the load times even when it's possible to build the morphed units directly, then that sounds like a bug and you should report it. But if by removing the morph ability you're effectively removing the morphed units from the game, then it should reduce the load time as that's fewer art and sound assets to preload.
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It doesn't work in multiplayer anyway.
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Why are you asking us what Blizzard will do.
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It's a known bug. Use catalog functions to get the cost as a workaround.
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Paint the pathing yourself.
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The first two things you suggested won't be visible with people running on the lowest shader settings, by the way.
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Do you have any kind of official confirmation that publishing your map now (prior to judging) won't disqualify it?
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Has anybody done this, and how involved would it be? I'm assuming it would just involve editing a few textures.
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You need to remove _Selectable from the Subject box of the Host field.
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Because they're native functions. They do things that can't be done with triggers, like award achievements.
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It pretty much requires triggers if you want the reward to scale with the damage done.
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It's not like it's actually implemented.
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Quote from Mozez123:. I tried adding validators to check energy, but they do not function properly.
Yes they do. You were probably using a validator that checked the target's energy instead of the caster's or something along those lines.