Yeah, figured it out a long time ago. However, target sort is not enough to get the effect I described in the OP, because target sort is only used when acquiring the initial target. Once a target is acquired the unit will continue to attack it until it no longer can (dead, out of range, etc.) So target sort is only part of the equation, the other part is changing the attack so it scans for a new target on each attack. Lots of ways of doing this.
The description for (Shift key pressed) says it should work on a Mouse Clicked event but doing so causes a trigger error. It seems you can only check for keyboard modifiers on a Key Press event right now.
I kept the beta installed and no it does not show the code (just double checked), probably because those functions are just stubs which hook into the C game engine.
(what kind of screwey forum markup can't handle cplusplus?)
Also, please have MouseGetX/MouseGetY functions, I don't want to have to create another program that runs behind SC2 that just clicks the mouse for me...
There are no mousex/mousey functions due to the network architecture. The server can't know the mouse position of the client without asking for it and due to network latency the mouse position is likely very different by the time the trigger runs to when the client sees the response.
The basic issue is the lack of a "client-side" trigger which is not synced across the network. That would be a non-trivial addition to the engine though and would probably be massively complicated as there would be a very strict set of rules as to what could and couldn't be done in such triggers, and you'd need to marshal data (local vs. synced), etc. So it's not going to happen.
However, making it so the client sends the mouse cursor position when certain other events occur - like keypresses - is entirely possible and hopefully is added.
You mean not completely supported. If blizzard isn't supporting the map editor, then who is? I don't think they really go through a middle man though sometimes I they may do it with the mac version.
Blizzard does not offer tech support for the map editor. That's what's meant by "supported" - incidentally a different word than "developed."
The basic problem is that a periodic effect fired from a behavior cannot specify a target point, and without a second point of reference, the create persistent effect defaults to using the default orientation instead of the source unit's facing. The Offset Facing Fallback field should allow you to fix this but it either does something else or doesn't work at all (at least in my testing.)
That will allow you to hook a trigger whenever the behavior's period expires. Then in the trigger you can calculate the correct target point for the effect based on the unit's facing and then use the Create Effect At Point action to create your actual effect.
Instead of duplicating all the units they just have the actors model swap to the Dark models. I'm guessing this is triggered by a behavior applied to all units on the hostile team or something similar.
Every single thing in the data editor needs a short description of what it is when you hover over it. A lot of elements already have this but there are a TON of data fields without this. Look at the mover field for instance. It is insanely difficult to make the mover you want because people have no idea what many of the fields do. Giving everything a short description will make it much easier for newer users to get started and make it easier for advanced users to create the complex data functions they want without having to spend 30 minutes doing trial and error on an obscure function.
A lot of them have hilariously non-descript tooltips, too. For example, if you're editing a Mover and you mouse over the Polarity field under Motion Overlay, it gives you the wonderful description "The Polarity of the Mover." Thanks, I'd have never figured that one out on my own.
There aren't any Blizzard-made UMS maps on battle.net. There's an arcade top-down shooter (technically part of the campaign) and you can open any of the campaign maps directly from the editor.
When creating/moving UI elements like dialogs, portraits, etc. the coordinates you specify are not actual screen coordinates in pixels, they're translated into some other coordinate space. But the "Mouse Clicked UI Position X/Y" functions return the mouse position in actual pixels - which is completely useless information. There are no functions to translate coordinates between the two systems.
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Can't be done at the present time. Best you can do is make your own minimap - a bunch of projects around here have done something similar.
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@alderis: Go
Yeah, figured it out a long time ago. However, target sort is not enough to get the effect I described in the OP, because target sort is only used when acquiring the initial target. Once a target is acquired the unit will continue to attack it until it no longer can (dead, out of range, etc.) So target sort is only part of the equation, the other part is changing the attack so it scans for a new target on each attack. Lots of ways of doing this.
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The description for (Shift key pressed) says it should work on a Mouse Clicked event but doing so causes a trigger error. It seems you can only check for keyboard modifiers on a Key Press event right now.
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I kept the beta installed and no it does not show the code (just double checked), probably because those functions are just stubs which hook into the C game engine.
(what kind of screwey forum markup can't handle cplusplus?)
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The story mode models are of limited use as they have no animations, however.
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There are no mousex/mousey functions due to the network architecture. The server can't know the mouse position of the client without asking for it and due to network latency the mouse position is likely very different by the time the trigger runs to when the client sees the response.
The basic issue is the lack of a "client-side" trigger which is not synced across the network. That would be a non-trivial addition to the engine though and would probably be massively complicated as there would be a very strict set of rules as to what could and couldn't be done in such triggers, and you'd need to marshal data (local vs. synced), etc. So it's not going to happen.
However, making it so the client sends the mouse cursor position when certain other events occur - like keypresses - is entirely possible and hopefully is added.
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Blizzard does not offer tech support for the map editor. That's what's meant by "supported" - incidentally a different word than "developed."
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The basic problem is that a periodic effect fired from a behavior cannot specify a target point, and without a second point of reference, the create persistent effect defaults to using the default orientation instead of the source unit's facing. The Offset Facing Fallback field should allow you to fix this but it either does something else or doesn't work at all (at least in my testing.)
The easiest way will be to use a trigger. Use this technique: http://rileystarcraft.blogspot.com/2010/06/tutorial-create-custom-trigger-hooks.html
That will allow you to hook a trigger whenever the behavior's period expires. Then in the trigger you can calculate the correct target point for the effect based on the unit's facing and then use the Create Effect At Point action to create your actual effect.
Hope that helps.
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Playing on brutal makes the campaign last quite a bit longer too. A lot of these missions have taken me several hours and a few restarts to finish.
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Instead of duplicating all the units they just have the actors model swap to the Dark models. I'm guessing this is triggered by a behavior applied to all units on the hostile team or something similar.
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A lot of them have hilariously non-descript tooltips, too. For example, if you're editing a Mover and you mouse over the Polarity field under Motion Overlay, it gives you the wonderful description "The Polarity of the Mover." Thanks, I'd have never figured that one out on my own.
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Personally I always try to err on the side of disclosure. Doing so will alienate fewer players.
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Just an actor, sure. There's a bunch of functions for creating and manipulating actors directly.
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There aren't any Blizzard-made UMS maps on battle.net. There's an arcade top-down shooter (technically part of the campaign) and you can open any of the campaign maps directly from the editor.
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When creating/moving UI elements like dialogs, portraits, etc. the coordinates you specify are not actual screen coordinates in pixels, they're translated into some other coordinate space. But the "Mouse Clicked UI Position X/Y" functions return the mouse position in actual pixels - which is completely useless information. There are no functions to translate coordinates between the two systems.