Apply Force is near-completely useless and terrible and eats babies; forcing unit movement via data is often best done via Launch Missile effect. There are numerous examples in the Swarm data, usually have "Leap" in the name.
They're fairly easy to make, too; simply set Death Type to None (so the ammo unit isn't killed), and Ammo Unit should be invalid (so it uses the Launch Location unit), then of course you'll need a Mover. The closest example to what you have in mind is Viper - Abduct (Launch Target), so use it as a reference.
Ah, haha, perhaps there's some confusion on my part; in the editor, there's a Map Tag dialogue for the declaration of Tags and associated difficulties, which then allows them to be assigned to units in the terrain editor. Given the similar "Tag" term and my lack of experience using either feature, my assumption of their relation isn't unreasonable, however faulty.
Since UnitGetTag returns an int (presumably from an enumerated list of tags defined for the map in the editor), uniqueness of its value cannot be guaranteed; it's rather more like a Preset CustomValue for pre-placed objects.
They're not textures, but rather lights defined in the model asset, one would assume.
Changing them would require either an edit to the model asset in an *.m3-supporting modeling app, or hex editor to modify the file structs defining the light.
Custom move ability with SmartPriority fields set to 0. Here's an example:
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<CAbilMoveid="NoSmartMove"><!-- These filters render all units untargetable --><FollowFiltersvalue="-;Player,Ally,Neutral,Enemy"/><MoveFiltersvalue="-;Player,Ally,Neutral,Enemy"/><!-- These disable all smart commands --><MoveSmartPriorityvalue="0"/><PowerupSmartPriorityvalue="0"/><RechargeSmartPriorityvalue="0"/><BoardBunkerSmartPriorityvalue="0"/><BoardTransportSmartPriorityvalue="0"/></CAbilMove>
Trieva, it's something I requested of Delph after noticing the Castanar tile texture in HybridTechpit.m3 remains stationary regardless of translation, rotation, and scale. Apparently, the uv maps to the world coordinates or some such.
With some generic planes and splats, I could batch produce assets for every terrain texture and release them with a tutorial, or one could even swap textures at runtime with actors. Either way, liberates users from the 8 terrain texture limit much as possible short of Blizz lifting the limit themselves.
For an outline of galaxy script features, see Deaod's documentation of types, operators, and bitwise operators. For a standard galaxy library reference (PTR build 28272), see the attached archive file.
Galaxy script is neutered C; the galaxy environment is exceedingly focused on avoiding shit like Warcraft 3's return bug exploit enabling execution of arbitrary code from malicious maps. No surprise pointers were remove in WoL beta patch 9, while structref and arrayref cannot occupy the global scope, cannot be returned from functions, limiting them to parameters. In the absence of these restrictions, likely-exploitable consequences would follow; a reference to a local array/struct returning from a function could inadvertently expose memory addresses of the deallocated values for modification from within the galaxy environment. It's simply not a convenient language, and most certainly will never be convenient.
Also, one cannot typedef arrayref; one must instead typedef the array type and dimensions, and use arrayref in the parameter.
Fixed-point represents arbitrary real numbers rather poorly, but can represent multiples of 1/4096 with 12 decimal digits precision, and can alternately be thought of as a 32-bit integer divided by 4096. Fixed-point arithmetic produces less unintuitive results when the input values are 1/4096 multiples instead of arbitrary real numbers, so one should input such multiples when coding.
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Dialog control property string Handle and a corresponding UI frame element were added.
Many, many actor data field tooltips were added, some exceedingly long for the amount of detail they managed to pack into them.
Improved support for custom tokens; huge range of types supported and loses type less often.
Various changes to UI layouts; will eventually assemble an updated frame element support list.
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Apply Force is near-completely useless and terrible and eats babies; forcing unit movement via data is often best done via Launch Missile effect. There are numerous examples in the Swarm data, usually have "Leap" in the name.
They're fairly easy to make, too; simply set Death Type to None (so the ammo unit isn't killed), and Ammo Unit should be invalid (so it uses the Launch Location unit), then of course you'll need a Mover. The closest example to what you have in mind is Viper - Abduct (Launch Target), so use it as a reference.
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Ah, haha, perhaps there's some confusion on my part; in the editor, there's a Map Tag dialogue for the declaration of Tags and associated difficulties, which then allows them to be assigned to units in the terrain editor. Given the similar "Tag" term and my lack of experience using either feature, my assumption of their relation isn't unreasonable, however faulty.
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Since UnitGetTag returns an int (presumably from an enumerated list of tags defined for the map in the editor), uniqueness of its value cannot be guaranteed; it's rather more like a Preset CustomValue for pre-placed objects.
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This doesn't belong here. Gonna move it to Project Workplace or Team Recruitment, your choice.
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Can't download the map because it's already on your local storage. Since the solution relates to map unlocking, I'll contact you via PM with details.
EDIT: I'm assuming the map in question is both Public and Unlocked.
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I refuse to change the name of the Heroes of the Storm subforum again. Blizz better stick with that name or I'll just summarily delete it.
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Your preferences are irrelevant; don't resurrect topics that have long-since expired.
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@Mozared: Go
Nope, apparently my privilege level restricts me to the forums, haha.
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They're not textures, but rather lights defined in the model asset, one would assume.
Changing them would require either an edit to the model asset in an *.m3-supporting modeling app, or hex editor to modify the file structs defining the light.
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Custom move ability with SmartPriority fields set to 0. Here's an example:
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Trieva, it's something I requested of Delph after noticing the Castanar tile texture in HybridTechpit.m3 remains stationary regardless of translation, rotation, and scale. Apparently, the uv maps to the world coordinates or some such.
With some generic planes and splats, I could batch produce assets for every terrain texture and release them with a tutorial, or one could even swap textures at runtime with actors. Either way, liberates users from the 8 terrain texture limit much as possible short of Blizz lifting the limit themselves.
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For an outline of galaxy script features, see Deaod's documentation of types, operators, and bitwise operators. For a standard galaxy library reference (PTR build 28272), see the attached archive file.
Galaxy script is neutered C; the galaxy environment is exceedingly focused on avoiding shit like Warcraft 3's return bug exploit enabling execution of arbitrary code from malicious maps. No surprise pointers were remove in WoL beta patch 9, while structref and arrayref cannot occupy the global scope, cannot be returned from functions, limiting them to parameters. In the absence of these restrictions, likely-exploitable consequences would follow; a reference to a local array/struct returning from a function could inadvertently expose memory addresses of the deallocated values for modification from within the galaxy environment. It's simply not a convenient language, and most certainly will never be convenient.
Also, one cannot typedef arrayref; one must instead typedef the array type and dimensions, and use arrayref in the parameter.
0
Fixed-point represents arbitrary real numbers rather poorly, but can represent multiples of 1/4096 with 12 decimal digits precision, and can alternately be thought of as a 32-bit integer divided by 4096. Fixed-point arithmetic produces less unintuitive results when the input values are 1/4096 multiples instead of arbitrary real numbers, so one should input such multiples when coding.