The 2MB limitation has to do with the addressing space of the Galaxy language, it's not an arbitrary limit, nor is it there for performance reasons. Pointers in Galaxy have 11 bits reserved (presumably for type tagging) leaving only 21 bits for addressing which gives you an address space of 2MB.
No, as the SC2 engine will never have client side prediction and thus the effect of your input is always delayed by, at the minimum, a round trip to the server and back.
You probably either didn't set the Location correctly or you used anything but periodic offset. Initial/expire offset don't work correctly, I think they don't take facing into account while periodic offset does.
Use a create persistent effect to set the target point for the launch effect. Set the Location to Source Unit, the Periodic Effect to your launch effect, and the Periodic Offset to (0, -y) where y is the distance you want the projectile to travel.
It only seems that way because the default turning rate for units is extremely high, so turns are completed in a frame or two. Play around with low turning rates and you will get a different behavior.
Instead of making the behavior native to the projectile unit you need to have the caster unit apply the behavior to the projectile. The best way to do this is via a search area effect triggered by the launch missile effect (Launch Effect field.) This will cause everything to behave correctly.
This has the added benefit of putting everything under the same effect tree so you can use markers to validate that a unit only takes damage once from the projectile (if you want it to pass-through instead of detonate on impact.)
Use the Passive Queue ability then make a behavior that modifies the time scale for queue abilities to 0.01, then give the behavior a validator that disables it when out of combat.
Theres a thread somewhere else on here about this same thing and a guy did figure out a way to do it, search it!
No he didn't. Patching the editor to remove the size limit is not even close to a valid workaround particularly since the game refused to load the maps.
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The 2MB limitation has to do with the addressing space of the Galaxy language, it's not an arbitrary limit, nor is it there for performance reasons. Pointers in Galaxy have 11 bits reserved (presumably for type tagging) leaving only 21 bits for addressing which gives you an address space of 2MB.
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No, as the SC2 engine will never have client side prediction and thus the effect of your input is always delayed by, at the minimum, a round trip to the server and back.
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Not yet implemented. Most likely will be added in a patch.
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Title says it all, both actions do absolutely nothing.
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You probably either didn't set the Location correctly or you used anything but periodic offset. Initial/expire offset don't work correctly, I think they don't take facing into account while periodic offset does.
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Use a create persistent effect to set the target point for the launch effect. Set the Location to Source Unit, the Periodic Effect to your launch effect, and the Periodic Offset to (0, -y) where y is the distance you want the projectile to travel.
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It only seems that way because the default turning rate for units is extremely high, so turns are completed in a frame or two. Play around with low turning rates and you will get a different behavior.
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Disregard this post, sorry.
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A combination of unit type and behavior count validators.
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It's under terrain texture sets in the data editor.
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Add a validator to the effect that's triggered by the ability.
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Instead of making the behavior native to the projectile unit you need to have the caster unit apply the behavior to the projectile. The best way to do this is via a search area effect triggered by the launch missile effect (Launch Effect field.) This will cause everything to behave correctly.
This has the added benefit of putting everything under the same effect tree so you can use markers to validate that a unit only takes damage once from the projectile (if you want it to pass-through instead of detonate on impact.)
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Did you try sending an actor message "Destroy"?
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Use the Passive Queue ability then make a behavior that modifies the time scale for queue abilities to 0.01, then give the behavior a validator that disables it when out of combat.
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No he didn't. Patching the editor to remove the size limit is not even close to a valid workaround particularly since the game refused to load the maps.