I've tested re-adding vortex with Swarm (Multi), Swarm (Campaign) and Swarm (Story), each by themselves and the cursor worked for all 3 dependencies.
What exactly is causing your cursor to not show up? You must make sure Mothership - Vortex Search Area is the value for the Cursor Effect+ field or else its actor will not display the Protoss AOE splat when you click on the ability.
WoL's primary dependency Liberty (Mod) is included by default in both Swarm Multi and Swarm Campaign. Unless you made your mod completely from scratch without using either of those then you should have all of WoL's data assets.
The WoL vortex effects that you need are called Mothership - Vortex Search Area and Mothership - Vortex Create Persistent Initial. They are present in all of the default dependencies.
Just change the following in the 'Ability' tab for the vortex ability:
Effect: Cursor Effect+: change it to Mothership - Vortex Search Area
Effect: Effect+: change from Vortex Kill Set to Mothership - Vortex Create Persistent Initial
Ability: Target Filters+: Delete the target filter
You need to change the effects the ability uses from a target based spell to an AoE one, so basically change the fields Effect: Cursor Effect+ and Effect: Effect+ to Mothership - Vortex Search Area and Mothership - Create Persistent Initial respectively. Get rid of the flags in Ability: Target Fields+ as well so you can cast it without a target.
Pitch and roll was added for WoL as well so this is definitely a patch issue, not dependency. It works on maps saved on older versions of the editor as well.
You need to drag your mouse cursor in the direction that you want to adjust the pitch and roll while holding the keys. I think Ctrl+Alt is for Roll and Ctrl+Shift is for Pitch (could be the other way around, can't remember). So basically if you want to roll over a doodad to the right, hold Ctrl+Alt and then drag your mouse to the right of camera.
If you can't use the key shortcut for whatever reason, just bring up the Properties window of the doodad. You'll see the usual Position, Rotation and Scale properties. 270 degs is the default value and leaves the doodad at a neutral position. Simply set the Pitch and/or Roll values (anywhere from 0 to 360 deg) to get the rotation that you want.
By the way, you can't alter the pitch or roll of a unit without adding SiteOps to it.
Well there's already plenty of fixes to the arcade that been pointed out so here's a few tweaks to the editor (and engine) that would be really helpful:
1 - [Terrain Editor] Cliff Levels
Enable the ability to place more than 3 cliff levels. If that's not possible, then at least enable use of the lowest cliff level instead of it being permanently unpathable all the time.
2 - [Terrain Editor] Lasso Tool
Painting vector terrain, especially if you try to paint in a straight line that is not isometric is such a pain. Terrainers shouldn't be forced to use doodads to cover up jarring tile edges. This also gives the Fill tool a lot more utility compared to now where it's only useful for cliff levels.
3 - [Data Editor] 3D Pathing
I still don't really understand how games like C&C Generals and Tiberium Wars were able to pull off making bridges have 3D pathing enabled and could be disabled by destroying the bridge, yet WC3/SC2 to date has not been able to do so despite having far more efficient pathing (compared to the buggy-as-hell SAGE) and being released much later. Reworking the entire pathing system is obviously out of the question since it would take too much time, but at least enable mappers to create bridges in the data editor that can be traversed under and over it.
4 - [Terrain/Data Editor] Fog Regions
It was an excellent change to be able to place up to 4 lighting regions, now do this for fog as well.
5 - [Terrain/Data Editor] Tile Limit
WC3 supported (unofficially) up to 16 different tiles on any map. Obviously having 16 tiles now isn't as important anymore as tiles can be blended but you can only go so far with blending the tiles. 8 is still very restrictive in terms of what tiles you can choose. A hybrid terrain that combines more than two climates and looks unique and diverse without visible tile duplication is not possible. Increasing the limit to 12 or even 16 would definitely solve this problem.
To be fair, they have "defined" it already:
source
Nonetheless, you're still right about their lack of inaction on solving mech's problems. These silly buffs that don't actually help and additions like the Viper just keep proving they don't really want mech even though it's exactly what Terran needs right now. I guess the old days of tanks dominating maps like Steppes of War scared the crap out of them to the point that the tank and as a whole, the factory have been made useless as a result.
Well, I guess it's another 3 years of stale biomine until LotV since that's what blizz apparently wants...
Thanks!
Most of the fog effects are just mist and fog doodads since there's no actual way to have multiple levels or regions of fog, damn blizz for that. The exit is slightly hidden since it's been caved in but it's there. Guess I went overboard on the girders sticking out for the doors (gotta love pitch n' roll :) ).
The hole in the roof wasn't actually apart of the original design, until I started working on the interior and realised that snow was falling through the roof, so yeah it kind of looks out of place compared to the rest of the roof. As for the fog I just couldn't find the right fog settings without making the interior completely fogged, so I just had to make do with the scattered mist doodads. The frozen water patches are meant to be some instant-freeze liquid nitrogen-like (use your imagination LOL) chemical fired by the robots that's used to subdue the zerg subjects; the patches littered around the lab are basically spots where the robots missed and the water freezed up.
The crystal's meant to be tiberium hence why it's still glowing after all this time and how it was able to "infect" the ultras. On a minor note, I wanted it to stand out from the dull grey/white of the surroundings on purpose.
Before communications were lost, transmissions from this top secret Braxis facility indicated that something went wrong during the 'contact' experiment with an unknown crystalline material that had appeared on the planet. The strange substance infected the specimens and gave them immense psionic powers that tore the laboratory apart.
Abandoned for nearly a decade, a 4-man Dominion expeditionary team has been sent to uncover the secrets of this hidden facility, unaware of the dangers still frozen within...
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@Mugen245: Go
Here you go.
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I've tested re-adding vortex with Swarm (Multi), Swarm (Campaign) and Swarm (Story), each by themselves and the cursor worked for all 3 dependencies.
What exactly is causing your cursor to not show up? You must make sure Mothership - Vortex Search Area is the value for the Cursor Effect+ field or else its actor will not display the Protoss AOE splat when you click on the ability.
0
@Nixo78: Go
WoL's primary dependency Liberty (Mod) is included by default in both Swarm Multi and Swarm Campaign. Unless you made your mod completely from scratch without using either of those then you should have all of WoL's data assets.
The WoL vortex effects that you need are called Mothership - Vortex Search Area and Mothership - Vortex Create Persistent Initial. They are present in all of the default dependencies.
Just change the following in the 'Ability' tab for the vortex ability:
0
@Nixo78: Go
You need to change the effects the ability uses from a target based spell to an AoE one, so basically change the fields Effect: Cursor Effect+ and Effect: Effect+ to Mothership - Vortex Search Area and Mothership - Create Persistent Initial respectively. Get rid of the flags in Ability: Target Fields+ as well so you can cast it without a target.
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Not done yet, but here's a quick peek:
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@madlibrarian: Go
Pitch and roll was added for WoL as well so this is definitely a patch issue, not dependency. It works on maps saved on older versions of the editor as well.
0
You need to drag your mouse cursor in the direction that you want to adjust the pitch and roll while holding the keys. I think Ctrl+Alt is for Roll and Ctrl+Shift is for Pitch (could be the other way around, can't remember). So basically if you want to roll over a doodad to the right, hold Ctrl+Alt and then drag your mouse to the right of camera.
If you can't use the key shortcut for whatever reason, just bring up the Properties window of the doodad. You'll see the usual Position, Rotation and Scale properties. 270 degs is the default value and leaves the doodad at a neutral position. Simply set the Pitch and/or Roll values (anywhere from 0 to 360 deg) to get the rotation that you want.
By the way, you can't alter the pitch or roll of a unit without adding SiteOps to it.
0
@Eimtr: Go
Nicely done!
0
Well there's already plenty of fixes to the arcade that been pointed out so here's a few tweaks to the editor (and engine) that would be really helpful:
1 - [Terrain Editor] Cliff Levels
Enable the ability to place more than 3 cliff levels. If that's not possible, then at least enable use of the lowest cliff level instead of it being permanently unpathable all the time.
2 - [Terrain Editor] Lasso Tool
Painting vector terrain, especially if you try to paint in a straight line that is not isometric is such a pain. Terrainers shouldn't be forced to use doodads to cover up jarring tile edges. This also gives the Fill tool a lot more utility compared to now where it's only useful for cliff levels.
3 - [Data Editor] 3D Pathing
I still don't really understand how games like C&C Generals and Tiberium Wars were able to pull off making bridges have 3D pathing enabled and could be disabled by destroying the bridge, yet WC3/SC2 to date has not been able to do so despite having far more efficient pathing (compared to the buggy-as-hell SAGE) and being released much later. Reworking the entire pathing system is obviously out of the question since it would take too much time, but at least enable mappers to create bridges in the data editor that can be traversed under and over it.
4 - [Terrain/Data Editor] Fog Regions
It was an excellent change to be able to place up to 4 lighting regions, now do this for fog as well.
5 - [Terrain/Data Editor] Tile Limit
WC3 supported (unofficially) up to 16 different tiles on any map. Obviously having 16 tiles now isn't as important anymore as tiles can be blended but you can only go so far with blending the tiles. 8 is still very restrictive in terms of what tiles you can choose. A hybrid terrain that combines more than two climates and looks unique and diverse without visible tile duplication is not possible. Increasing the limit to 12 or even 16 would definitely solve this problem.
0
@FockeWulf: Go
To be fair, they have "defined" it already: source
Nonetheless, you're still right about their lack of inaction on solving mech's problems. These silly buffs that don't actually help and additions like the Viper just keep proving they don't really want mech even though it's exactly what Terran needs right now. I guess the old days of tanks dominating maps like Steppes of War scared the crap out of them to the point that the tank and as a whole, the factory have been made useless as a result.
Well, I guess it's another 3 years of stale biomine until LotV since that's what blizz apparently wants...
0
http://incompetech.com/music/royalty-free/
^ There's plenty of others as well but this is a good one to use.
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I'll just drop a couple of screenies for now...
Bear in mind that this is no where near completion (230x230 more of the map to go! :P )
0
What is this? Tableception? ;)
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@joecab: Go
Thanks! Most of the fog effects are just mist and fog doodads since there's no actual way to have multiple levels or regions of fog, damn blizz for that. The exit is slightly hidden since it's been caved in but it's there. Guess I went overboard on the girders sticking out for the doors (gotta love pitch n' roll :) ).
@Scbroodsc2: Go
The hole in the roof wasn't actually apart of the original design, until I started working on the interior and realised that snow was falling through the roof, so yeah it kind of looks out of place compared to the rest of the roof. As for the fog I just couldn't find the right fog settings without making the interior completely fogged, so I just had to make do with the scattered mist doodads. The frozen water patches are meant to be some instant-freeze liquid nitrogen-like (use your imagination LOL) chemical fired by the robots that's used to subdue the zerg subjects; the patches littered around the lab are basically spots where the robots missed and the water freezed up.
The crystal's meant to be tiberium hence why it's still glowing after all this time and how it was able to "infect" the ultras. On a minor note, I wanted it to stand out from the dull grey/white of the surroundings on purpose.
0
Before communications were lost, transmissions from this top secret Braxis facility indicated that something went wrong during the 'contact' experiment with an unknown crystalline material that had appeared on the planet. The strange substance infected the specimens and gave them immense psionic powers that tore the laboratory apart.
Abandoned for nearly a decade, a 4-man Dominion expeditionary team has been sent to uncover the secrets of this hidden facility, unaware of the dangers still frozen within...