There isn't an editor planned, and they suggested that the Heroes models will be made available in a data pack for sc2, further compounding that there probably won't be an editor. I had a lot of hope for a few Heroes maps, but I strongly believe we won't be seeing that!
Is there anyway to prevent players from resizing bnet teams? I already checked locked teams.
You can either;
a) Allow players to swap teams BUT this allows resizing teams
-or-
b) Prevent players from swapping teams BUT this also blocks team resizing
It's unfortunate, but still. I usually go with option a) but add a trigger in the map that detects teams that are over the limit, and throws some players onto the smaller team.
Scope is where the actor came from. If you use an effect to apply a visual to a target, the "caster" scope is the unit that created the effect, while the "target" scope is the unit that the effect was used on. This is especially important when it comes to beams, as you tend to link one end of the beam to a different unit to the other end of the beam.
There are cases where this doesn't apply, because some things don't have scopes. For example, a behavior has no "caster" scope even if it was applied by a different unit.
You can't. I'd recommend avoiding triggers that refer to player numbers because it's entirely messed up.
For example;
Player 1 joins. Player 1 moves to team 2. He's still player 1, even if he has changed teams, and any trigger that assumes he's part of team 1 will fail. This is completely different to WarCraft 3, where your lobby position was strictly tied to your player number.
Use player group commands, like "Players On Team 1" etc. It's the only real way.
After checking, you can also use a useless field in a unit's stats (say, "Add On Offset X") to be equal to a unit's weapon range. You can then use the "Unit Compare Field" validator to compare ranges.
Nope. Must either make "combine" variables manually that check the target's unit type (gets messy if you have upgrades that increase range since you need to add in some "or" combines there too), alternatively give each unit a behavior that corresponds to their weapon range. Say, "Weapon Range 6", and use a validator to check which behavior the target has. This causes more lag (not much, but depends on how many units you're using), but is cleaner when it comes to upgrades as you can just disable certain behaviors and enable new ones using your upgrade.
TL;DR not without workarounds, since weapons aren't strictly part of a unit's base stats.
Alternatively you could add a behavior that applies at the start of your persistent, and lasts as long as the cast takes, and use this in your auto-cast validator instead.
It uses the first effect in the effect chain to determine the target type. In the case of Psi Storm, this is a persistent effect (not a search effect), and this is indeed set to "Target Point".
If you set Psi Storm's initial persistent to "Target Unit/Point" as your search effect were, you'd see the same snapping!
Hero update is live. Still needs some polish, but we're getting there.
I've fixed what bugs I knew of, and it's now live on all servers!
Moving on to the terrain now. This update will change the terrain to be more akin to the wc3 format. Nice and open. It'll come with a reduction in spawn movement speed.
You need to set "(Basic) Effect:" to your search effect. You should have the search effect be on both the cursor and actual effect.
The cursor effect is just a visual that attaches to your mouse pointer. (Basic) Effect is what the ability is going to use when you cast it, and hence what the game is trying to snap your target to.
0
There isn't an editor planned, and they suggested that the Heroes models will be made available in a data pack for sc2, further compounding that there probably won't be an editor. I had a lot of hope for a few Heroes maps, but I strongly believe we won't be seeing that!
0
Instructions unclear; made another tug of war map.
0
You can either;
a) Allow players to swap teams BUT this allows resizing teams
-or-
b) Prevent players from swapping teams BUT this also blocks team resizing
It's unfortunate, but still. I usually go with option a) but add a trigger in the map that detects teams that are over the limit, and throws some players onto the smaller team.
0
Scope is where the actor came from. If you use an effect to apply a visual to a target, the "caster" scope is the unit that created the effect, while the "target" scope is the unit that the effect was used on. This is especially important when it comes to beams, as you tend to link one end of the beam to a different unit to the other end of the beam.
There are cases where this doesn't apply, because some things don't have scopes. For example, a behavior has no "caster" scope even if it was applied by a different unit.
0
You can't. I'd recommend avoiding triggers that refer to player numbers because it's entirely messed up.
For example;
Player 1 joins. Player 1 moves to team 2. He's still player 1, even if he has changed teams, and any trigger that assumes he's part of team 1 will fail. This is completely different to WarCraft 3, where your lobby position was strictly tied to your player number.
Use player group commands, like "Players On Team 1" etc. It's the only real way.
0
After checking, you can also use a useless field in a unit's stats (say, "Add On Offset X") to be equal to a unit's weapon range. You can then use the "Unit Compare Field" validator to compare ranges.
0
Nope. Must either make "combine" variables manually that check the target's unit type (gets messy if you have upgrades that increase range since you need to add in some "or" combines there too), alternatively give each unit a behavior that corresponds to their weapon range. Say, "Weapon Range 6", and use a validator to check which behavior the target has. This causes more lag (not much, but depends on how many units you're using), but is cleaner when it comes to upgrades as you can just disable certain behaviors and enable new ones using your upgrade.
TL;DR not without workarounds, since weapons aren't strictly part of a unit's base stats.
0
Yep, markers would work.
Alternatively you could add a behavior that applies at the start of your persistent, and lasts as long as the cast takes, and use this in your auto-cast validator instead.
0
You've not told it what tint you want it to clear in "ClearTintColor 0.500000 Bounce EvadeTintRed".
I'm also not sure that spaces work in tint names? I'd have to check.
0
It uses the first effect in the effect chain to determine the target type. In the case of Psi Storm, this is a persistent effect (not a search effect), and this is indeed set to "Target Point".
If you set Psi Storm's initial persistent to "Target Unit/Point" as your search effect were, you'd see the same snapping!
0
Hero update is live. Still needs some polish, but we're getting there.
I've fixed what bugs I knew of, and it's now live on all servers!
Moving on to the terrain now. This update will change the terrain to be more akin to the wc3 format. Nice and open. It'll come with a reduction in spawn movement speed.
0
Go to your search effect. Look for "Impact Location +" and change it to "Target Point".
0
You need to set "(Basic) Effect:" to your search effect. You should have the search effect be on both the cursor and actual effect.
The cursor effect is just a visual that attaches to your mouse pointer. (Basic) Effect is what the ability is going to use when you cast it, and hence what the game is trying to snap your target to.
0
(Basic) Effect: Effect set to Nexus - Recharge (Apply)
This is a single target effect, and will always snap to a single target. You need to use a search effect to apply the behavior.
The cursor effect has no impact on what the ability will snap to. It's purely visual.
0
Pretty exciting to see a community modder get hired by Blizzard! He did do a lot of work.