I can't open a Battle.net map or mod because it will not stop listing all of the most popular maps until it disconnects from battle.net. The editor will not respond while it is doing this and I can't change the settings. This is driving me up the wall...
Feel free to change anything that isn't correct or isn't easy to understand. I am new to wiki editing and just coming back to the editor since this summer.
It's not so much about attacking the target in front of him as much as taking a split second or two to acquire a new target in a chaotic situation which isn't entirely unrealistic.
It basically breaks stutterstep without breaking the unit's turn radius or attack rate.
Ugh, if I could use a persistent effect to do the work I would but stim get's broken :(.
Is it possible to put a validator to a weapon? I can use a validator for the gauss rifle damage effect but I don't see a field for the gauss rifle :(.
Trying to wrap my mind around the possibility of using a persistent effect and some kind of unit/order validator that compares the target of the presistent effect to the target of the order/damage effect.
What I want to do is create an efficient delay between targets so that a unit is free to attack at their normal attack rate but have to spend some time before attacking a particular target. It's not for AI it's for a unit controlled by a player.
I'm trying to figure the most efficient way to do this since I basically want marines to do it.
I couldn't find an entry for target acquisition under weapon but I know that I don't want to disable the weapon because the unit will not take aim but will start walking toward the target. So I guess I could use either a dummy weapon or a hidden cost(cooldown/energy/custom resource) that I manipulate. I want it to be as seamless and efficient as possible.
I don't think behaviors will do what I want because I imagine putting a behavior on a unit would not validate that it's any particular unit that has finished aiming and also stacking needless amounts of behaviors with hundreds of marines firing at the same target I imagine would put a wrench in the performance.
A channeled ability might work but I am not entirely sure how to go about it so that the unit can attack and channel at the same time and in such a way that it would be efficient for 100's of units attacking.
I am trying to remove or hide the Shield, Life, Energy labels from the InfoPanel and the tooltip(from hovering over the wireframe image).
I have tried modifying
<Frame type='Label' name='GameUI/UIContainer/ConsoleUIContainer/InfoPanel/UnitPanel/EnergyLabel' file='GameUI'>
<Visible val="false"/>
</Frame>
but that didn't work.
The green-light is go for the Hobbit. Peter Jackson is going to have it. Estimates are for 2012.
And the poems in the Lays of Beleriand, particularly The Lay of Leithian(Luthien and Beren) is really good, if you can get past the fact that every other word rhymes and get into the story, more detailed than is described in the Silmarillion.
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I can't open a Battle.net map or mod because it will not stop listing all of the most popular maps until it disconnects from battle.net. The editor will not respond while it is doing this and I can't change the settings. This is driving me up the wall...
Messages:
Is there some way to restrict the query so it doesn't freeze my editor and make battle.net mad at me...
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@DrSuperEvil: Go
Hmmm, your right. Power levels don't stack. I thought for sure I used that mechanic in one of my maps. I guess my memory failed me.
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Actually the wiki is getting more and more useful even if many of the stubs aren't finished I am finding it a fairly useful reference already.
Not that it doesn't need some love :/. Keep up the good work.
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Blizzard changes a lot of things in patches. It would be helpful to know what to expect from a given article if it had a version number to it.
Is there a possibility this could be added to the template or associated to the date of the articles creation?
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@SouLCarveRR: Go
It's not so much about attacking the target in front of him as much as taking a split second or two to acquire a new target in a chaotic situation which isn't entirely unrealistic.
It basically breaks stutterstep without breaking the unit's turn radius or attack rate.
Ugh, if I could use a persistent effect to do the work I would but stim get's broken :(.
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@SouLCarveRR: Go
Yea it's kind of messy :(. Been spending a couple of days trying to wrap my head around a reasonable approach.
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@SouLCarveRR: Go
Is it possible to put a validator to a weapon? I can use a validator for the gauss rifle damage effect but I don't see a field for the gauss rifle :(.
Trying to wrap my mind around the possibility of using a persistent effect and some kind of unit/order validator that compares the target of the presistent effect to the target of the order/damage effect.
0
What I want to do is create an efficient delay between targets so that a unit is free to attack at their normal attack rate but have to spend some time before attacking a particular target. It's not for AI it's for a unit controlled by a player.
I'm trying to figure the most efficient way to do this since I basically want marines to do it.
I couldn't find an entry for target acquisition under weapon but I know that I don't want to disable the weapon because the unit will not take aim but will start walking toward the target. So I guess I could use either a dummy weapon or a hidden cost(cooldown/energy/custom resource) that I manipulate. I want it to be as seamless and efficient as possible.
I don't think behaviors will do what I want because I imagine putting a behavior on a unit would not validate that it's any particular unit that has finished aiming and also stacking needless amounts of behaviors with hundreds of marines firing at the same target I imagine would put a wrench in the performance.
A channeled ability might work but I am not entirely sure how to go about it so that the unit can attack and channel at the same time and in such a way that it would be efficient for 100's of units attacking.
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I am trying to remove or hide the Shield, Life, Energy labels from the InfoPanel and the tooltip(from hovering over the wireframe image).
I have tried modifying <Frame type='Label' name='GameUI/UIContainer/ConsoleUIContainer/InfoPanel/UnitPanel/EnergyLabel' file='GameUI'> <Visible val="false"/> </Frame> but that didn't work.
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Have you tried contacting him and asking him civilly to reproduce your name and the name of your testers on his publication?
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The green-light is go for the Hobbit. Peter Jackson is going to have it. Estimates are for 2012.
And the poems in the Lays of Beleriand, particularly The Lay of Leithian(Luthien and Beren) is really good, if you can get past the fact that every other word rhymes and get into the story, more detailed than is described in the Silmarillion.
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Something helpful, Data editor: Game UI Data->AutoVariant. From Snow on sc2c.org.
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@Polantaris: Go
Any company is going to jump on that. They loose all their copyrights when they let things like that slide.
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@aGoomba: Go
Wow, I actually thought that was an sc2 mod. That's actually the lego rock raiders game.
Even though the graphics were bad I was like "that many animations and models in sc2?! with a custom interface and the ai is so fluid."
I was intimidated for a second there :P.
Back on topic, the Dungeon keeper mod looks neat, I never actually played the game though :(. Someone describe what you do in that game?