There's a State Monitor actor, I don't recall the name - something like Terran Building Flames, you'll have to edit the actor's events and add your building.
The charge ability itself is not targeted, it simply applies a behavior to the unit increasing its speed whenever the attack ability is used.
However, there's a very simple way to achieve the effect you want - edit the Charging behavior, under Damage Response set Location to Attacker, and set the Handled effect to an Apply Behavior effect that applies your stun behavior.
It has to do with the launch attachment query. The battlecruiser's attack uses a Pattern attach method, which requires the Driver field be set to the launch missile effect. So if you're trying to use this pattern with a different launch effect it won't work. The solution is to duplicate the attach method and change the driver field to link to your launch effect.
This has to do with something that was changed since beta, nowadays when you create a Model actor by default its host is set to _Selectable. Under the Host field for the model actor, set Subject to blank instead of _Selectable and it should fix that. As for the caster taking damage, under the search area effect add Caster to the Exclude field. (I believe in the tutorial I had exempted player and allied units within the search filters so it wasn't necessary to explicitly exclude the caster.)
The player parameter is the one that's out of bounds. Triggering player is not valid within the context of that event, and is returning -1. Instead, use Owner of Triggering Progress Unit.
Even if you publish it privately, Blizzard can see that you've published it. It'd still be breaking the rules.
That has to be wrong; it'd be the stupidest thing imaginable if, according to the rules, you were only allowed to submit maps that had undergone zero testing.
My interpretation would be a map that has been published publicly or posted on a website like mapster where anyone could download it would be ineligible. Anything else would be nonsensical.
My map is awesome... or at least I think so. It did pretty well for about a week before the novelty of it wore out. Still I have fun with it, a game or three a day.
That is pretty funny though, promoting Crush Company like that.
I tried your map today. Only one of the three players was able to actually garrison units in the city structures and overall it was just really confusing. I also didn't seem to have any choice as to which type of units I could produce. I like the concept a lot, but it needs work before I'd consider it playable.
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There's a State Monitor actor, I don't recall the name - something like Terran Building Flames, you'll have to edit the actor's events and add your building.
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The charge ability itself is not targeted, it simply applies a behavior to the unit increasing its speed whenever the attack ability is used.
However, there's a very simple way to achieve the effect you want - edit the Charging behavior, under Damage Response set Location to Attacker, and set the Handled effect to an Apply Behavior effect that applies your stun behavior.
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It has to do with the launch attachment query. The battlecruiser's attack uses a Pattern attach method, which requires the Driver field be set to the launch missile effect. So if you're trying to use this pattern with a different launch effect it won't work. The solution is to duplicate the attach method and change the driver field to link to your launch effect.
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In your ability, under flags, check Ignore Unit Cost. If this isn't checked a morph ability costs the difference between the pre and post unit.
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No and no. You can workaround by using a decal, though, which is a splat actor that covers the ground.
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Specify the validator in the effect that is triggered by the area search.
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This has to do with something that was changed since beta, nowadays when you create a Model actor by default its host is set to _Selectable. Under the Host field for the model actor, set Subject to blank instead of _Selectable and it should fix that. As for the caster taking damage, under the search area effect add Caster to the Exclude field. (I believe in the tutorial I had exempted player and allied units within the search filters so it wasn't necessary to explicitly exclude the caster.)
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The player parameter is the one that's out of bounds. Triggering player is not valid within the context of that event, and is returning -1. Instead, use Owner of Triggering Progress Unit.
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Validators.
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That has to be wrong; it'd be the stupidest thing imaginable if, according to the rules, you were only allowed to submit maps that had undergone zero testing.
My interpretation would be a map that has been published publicly or posted on a website like mapster where anyone could download it would be ineligible. Anything else would be nonsensical.
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Skybox textures are not procedurally generated, so I'm not sure why you would expect them to.
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@togrias: Go
You can specify width and height attributes within an IMG tag.
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So, um, you don't actually own the game?
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I tried your map today. Only one of the three players was able to actually garrison units in the city structures and overall it was just really confusing. I also didn't seem to have any choice as to which type of units I could produce. I like the concept a lot, but it needs work before I'd consider it playable.
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There's no distinction between "player number" and "player." Any time a player is referenced in triggers, it's just an integer.