Well, the formatting is all that matters. Make sure the requirement nodes are arranged as in my post. If they look even remotely how you posted it, it will definitely not work, since you were mixing comparisons and seem to not provide two nodes to compare to those.
Anyone got this validator to work properly?
The "Validator - Find" field is broken, allowing only false as value. Would be nice if someone could post this bug on the NA bnet forums, since I cannot acces them :)
Now I could probably solve this via xml editing, but additionally, this validator seems to ignore unit facing, and instead always compares the angle to the vertical y-axis (south).
I guess there is no other way to check if a target is within a certain angle of the caster's facing direction, or is there?
So I've run across a strange problem:
I am creating a grid of rain emitters across the map via trigger. Wherever there are walkable bridges on my map, in a rather large radius around them those rain emitters will not show at all. This happens with all walkable bridges. Normally placed rain doodads work as intended.
I could of course place all rain emitters manually, but on a 256x256 map that is kinda bothersome.
True. But in SC and WC3, all maps were stored locally, on your computer. Map download was peer-to-peer, without BNet being involved in any way. In SC2 however, you are forced to upload every map onto BNet servers, making the passage "(...) all the material and information that you upload or transmit through a Game client or the Service (...)" applicable.
Let me just quote the battle.net terms of service (link)
Quote:
11.4 User Content. “Content” means any communications, images, sounds, and all the material and information that you upload or transmit through a Game client or the Service, or that other users upload or transmit, including without limitation any chat text. You hereby grant Blizzard a perpetual, irrevocable, worldwide, paid-up, non-exclusive, license, including the right to sublicense to third parties, and right to reproduce, fix, adapt, modify, translate, reformat, create derivative works from, manufacture, introduce into circulation, publish, distribute, sell, license, sublicense, transfer, rent, lease, transmit, publicly display, publicly perform, or provide access to electronically, broadcast, communicate to the public by telecommunication, display, perform, enter into computer memory, and use and practice such Content as well as all modified and derivative works thereof. To the extent permitted by applicable laws, you hereby waive any moral rights you may have in any Content.
Specifically,
Quote:
You hereby grant Blizzard a perpetual, irrevocable, worldwide, paid-up, non-exclusive, license (...) and right to reproduce, fix, adapt, modify, translate, reformat, create derivative works from, manufacture, introduce into circulation, publish, distribute, sell, license, sublicense, transfer, rent, lease, (...) such Content as well as all modified and derivative works thereof.
In the light of the recent development of blizzard turning down users' wishes (chat channels, anyone?, Cross-region accounts?), as well as becoming overly profit-oriented, I read this passage with fear. Since with the new and wonderful Battle.net 2.0 it is no longer possible to distribute your maps by spreading it peer-to-peer, and instead only by uploading it to BNet, you willingful hand over your maps and all its content to Blizzard.
Looking for example at the most popular funmap of all time, DotA. I could well imagine Blizzard to be wanting to make profit off of it. Of other peoples' work. I am personally not sure if I would ever publish any map I've made, with the ToS in mind. Especially when you have included your own sounds, models or images.
does. UnitLife is the name of the variable where the unit's life will stored, ((Triggering unit) Life (Current)) can be selected via Unit - Unit Property. This function returns a real value, so you will need to call
Most of the catalog fields indeed seem to be read-only, raising the ominous ErrorCatalogFieldNotWritten message when trying to set them. It's really annoying.
0
Speed is reciprocal cooldown:
1/0.8 = 1.25 attacks per second
1/(0.8-0.25) = 1.8181 attacks per second
1.8181 / 1.25 = 1.45, matching your value exactly.
0
Heroic apparently refers to the unit's armor type.
Instead, use the following condition:
0
Check "Transient" in the ability flags.
0
Well, the formatting is all that matters. Make sure the requirement nodes are arranged as in my post. If they look even remotely how you posted it, it will definitely not work, since you were mixing comparisons and seem to not provide two nodes to compare to those.
0
This actually belongs into the trigger forum.
Did you try to remove the condition and see if the trigger works without it? From how it looks, the condition should work.
Is NPC a unit variable? Events which require specific units will not work with dynamic variables.
0
For comparisons, you have to add two nodes to each comparison node, in the end it should look like this:
For show, simply copy the above. Placing all three upgrades in the same command card slot should work without problems as well.
0
Anyone got this validator to work properly? The "Validator - Find" field is broken, allowing only false as value. Would be nice if someone could post this bug on the NA bnet forums, since I cannot acces them :) Now I could probably solve this via xml editing, but additionally, this validator seems to ignore unit facing, and instead always compares the angle to the vertical y-axis (south).
I guess there is no other way to check if a target is within a certain angle of the caster's facing direction, or is there?
0
Bump, want to know this as well.
Found no way to do this via triggers so far. Probably possible via SC2Layout file editing? Have no experience with those, though.
0
Select all the regions you want to merge and press keypad 0.
0
So I've run across a strange problem: I am creating a grid of rain emitters across the map via trigger. Wherever there are walkable bridges on my map, in a rather large radius around them those rain emitters will not show at all. This happens with all walkable bridges. Normally placed rain doodads work as intended.
I could of course place all rain emitters manually, but on a 256x256 map that is kinda bothersome.
Anyone got a clue what could be wrong there?
0
True. But in SC and WC3, all maps were stored locally, on your computer. Map download was peer-to-peer, without BNet being involved in any way. In SC2 however, you are forced to upload every map onto BNet servers, making the passage "(...) all the material and information that you upload or transmit through a Game client or the Service (...)" applicable.
0
Let me just quote the battle.net terms of service (link)
Specifically,
In the light of the recent development of blizzard turning down users' wishes (chat channels, anyone?, Cross-region accounts?), as well as becoming overly profit-oriented, I read this passage with fear. Since with the new and wonderful Battle.net 2.0 it is no longer possible to distribute your maps by spreading it peer-to-peer, and instead only by uploading it to BNet, you willingful hand over your maps and all its content to Blizzard.
Looking for example at the most popular funmap of all time, DotA. I could well imagine Blizzard to be wanting to make profit off of it. Of other peoples' work. I am personally not sure if I would ever publish any map I've made, with the ToS in mind. Especially when you have included your own sounds, models or images.
So guys, am I overreacting? What do you think?
0
That's exactly what
does. UnitLife is the name of the variable where the unit's life will stored, ((Triggering unit) Life (Current)) can be selected via Unit - Unit Property. This function returns a real value, so you will need to call
0
Change the field for your Unit:
UI - Kill Display - Never
0
Most of the catalog fields indeed seem to be read-only, raising the ominous ErrorCatalogFieldNotWritten message when trying to set them. It's really annoying.