I would recommend adding some tick counter when you use repeat forever (which could be replaced by 'while' btw). Then when counter mod 1000 == 0 you call wait 0.0 (Wait 0 actually waits quite a lot once you add it up.)
It's function with return which do not (and can't) run on separate thread so often waits will lead to unnecessary slowdown.
Still, does this mean, that you found fields, which can be changed with upgrades, but not via trigger?
Nope, 100% things changeable with upgrades were changeable with triggers but i didn't checked like all fields in editor to say it's a sure rule.
So i said it's 95% just in case someone finds this one field which may not follow this rule /trollface
After all we are limited to what we learn ourselves due lack of technical documentation.
Data approach would probably require behavior with 100% damage reduction and validator comparing attacking player.
You could otherwise create more versatile setup which would require 15 validators (compare player X ) and 15 behaviors which would reduce damage by 100% for given player linked to corresponding validator.
Name them something like "Immunity against player X" Ups, validators cannot compare player index
Preload creates a xml file named "BankList.xml" with bank names to load afaIk. The action itself might have no real effect (only in editor). Blizzard did the same placebo actions to configure stuff in Starcraft Broodwar with "Preserve Trigger" which only set a flag in the editor while the action itself did nothing.
If you got no preload, you might have that file within your map already.
Technically it does not create the actual galaxy code, but it is still required.
SBeier described this as sort of command for compiler. (not sure if that was exact description).
So anyway it should be there. Really, as i said, it's just 1 call per player, what's the deal
Dubstep is to Add movement to sound, Therefore making it more of an art form then a dance.
Where as Hiphop(breakdancing)
Is idiots in the ghetto moving to impress someone who is uneducated completely.
How I know this? I grew up at the top of the ghetto lol. I hung around these idiots when I was younger.... and I mean Idiots... ITS PRONOUNCED COMPUTER NOT CUMPRUTER!!!!!! GOT DANGET!!!
I Suspected you got some bugs in your head. Now i'm sure :)
@Kueken531: Go
it's should be easy to calculate, but it depends on how the function actually checks the pathing, using what radius; knowing nature SC2 the fraction is probably not that small.
In editor full square is minimal 0.25x0.25 so there's 4x4 grid per 1x1 square.
Longest possible pathing at this square would be 2,5 if outside is considered unpathable. So yea in this case its 256^2 * 2,5 = 163840.
But that's if your using blocking less than 1x1 which from what i noticed doesn't allow to place units even with 0 radius; also i doubt he's using such small blocks.
So if you'r using minimal 1x1 blocks any block will reduce total of 65536.
Anyway. If you design such test maze. Longest possible would look like
OOOBOOOBOBOBOBOBOBOBOBOBOBOOOBOO
Anything different will have smaller pathing cost.
This, or i just have bad day and it's all incorrect
@KamikazeKomics: Go
There's a lot of possible pathing blockers. Structures, maybe units.
Get to the point (in time) where your pathing cost is over 65536. Pause any changing to terrain,maze, Spawn unit and send it where you want. You can track it and it will eventually stop at point of block.
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For future, Do not cross locale (editor language) while editing same map.
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I would recommend adding some tick counter when you use repeat forever (which could be replaced by 'while' btw). Then when counter mod 1000 == 0 you call wait 0.0 (Wait 0 actually waits quite a lot once you add it up.)
It's function with return which do not (and can't) run on separate thread so often waits will lead to unnecessary slowdown.
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if this chasm is static part of terrain you can simply use pathing tool in terrain module (just in case you wouldn't know).
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Default armor etc upgrades use icon modification for unit panel but it's slightly different. Maybe you remember that.
Nope, 100% things changeable with upgrades were changeable with triggers but i didn't checked like all fields in editor to say it's a sure rule.
So i said it's 95% just in case someone finds this one field which may not follow this rule /trollface
After all we are limited to what we learn ourselves due lack of technical documentation.
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Nope. They are afraid to run out of storage space in age of terabytes with their silly 8kb banks.
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Not all catalog fields are changeable.
If something is changeable via Upgrades it's 95% changeable via triggers.
Button icons are not.
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This will work with possible exception when player 1 shot the unit.
Data approach would probably require behavior with 100% damage reduction and validator comparing attacking player.You could otherwise create more versatile setup which would require 15 validators (compare player X ) and 15 behaviors which would reduce damage by 100% for given player linked to corresponding validator.Name them something like "Immunity against player X"
Ups, validators cannot compare player index
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Why? Are you non-male? :D
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Technically it does not create the actual galaxy code, but it is still required.
SBeier described this as sort of command for compiler. (not sure if that was exact description).
So anyway it should be there. Really, as i said, it's just 1 call per player, what's the deal
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If you don't preload it means you don't use banks. Btw what's the deal. It's just 1 function call per player on init.
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I Suspected you got some bugs in your head. Now i'm sure :)
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@Kueken531: Go it's should be easy to calculate, but it depends on how the function actually checks the pathing, using what radius; knowing nature SC2 the fraction is probably not that small.
In editor full square is minimal 0.25x0.25 so there's 4x4 grid per 1x1 square.
Longest possible pathing at this square would be 2,5 if outside is considered unpathable. So yea in this case its 256^2 * 2,5 = 163840.
But that's if your using blocking less than 1x1 which from what i noticed doesn't allow to place units even with 0 radius; also i doubt he's using such small blocks.
So if you'r using minimal 1x1 blocks any block will reduce total of 65536.
Anyway. If you design such test maze. Longest possible would look like
Anything different will have smaller pathing cost.
This, or i just have bad day and it's all incorrect
@KamikazeKomics: Go There's a lot of possible pathing blockers. Structures, maybe units.
Get to the point (in time) where your pathing cost is over 65536. Pause any changing to terrain,maze, Spawn unit and send it where you want. You can track it and it will eventually stop at point of block.
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Try this