Have you figured out how to make Halo Rockets? (Valkyrie-type attack)Xenon wrote: So far, a projectile that collides with units (in 2D) needs a total of 7 effects, 1 behavior and 4 validators ::)
Editor question thread
- IskatuMesk
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Re: Editor question thread
- Lavarinth
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Re: Editor question thread
It's very clear a lot of features are missing including some things as simple as copy/pasting in certain areas, and that's likely because it's a beta of the Editor as well, much like WC3's beta editor release was really, REALLY bad in comparison to the retail.
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Re: Editor question thread
I hope you're not implying that retail was good in any way.
Because then I'd be forced to cut you from the company budget.
Because then I'd be forced to cut you from the company budget.
- Maglok
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Re: Editor question thread
Gotta love Mesk's cynicism at times.
So far I like the potential it might have, but it does indeed feel unpolished. I think something of that has to do with the fact we have like no manual and no complicated campaign maps to learn from.
It smells of 'powerrffulll' though.
So far I like the potential it might have, but it does indeed feel unpolished. I think something of that has to do with the fact we have like no manual and no complicated campaign maps to learn from.
It smells of 'powerrffulll' though.
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Re: Editor question thread
Knowing Mesk, I read that and assumed the sentence was over at that point ;)IskatuMesk wrote: Because then I'd be forced to cut you
Halo rockets, eh? Not so much. You can add an increased "ThorBarrageVariance" siteop to the impact siteops in Actordata, but that will only make it look like the missile is hitting in random places. My fancy explode-on-death-missile setup doesn't change that either.
The createpersistent effect type has a random offset flag but I think that means it picks randomly from the specified list of offsets (you'd have to enter a bunch of values at points within a circular area). I think if you did this the missile would hit the ground at those points (don't know if you can make it explode in midair) and wouldn't follow the unit like the original Valkyrie missile.
Maybe I'm missing something, unless the original Banshee rocketspam attack used one of those methods.
Trimmed the collision missile setup down to 5 effects (plus one to fire past the target), 1 behavior and 3 validators. Here's the map for any interested parties.
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- RazorclawX
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Re: Editor question thread
The War3 editor didn't have a manual either. I figured out everything, though, by picking apart the campaign files, and reading about what other people figured out on misc. sites.Maglok wrote: So far I like the potential it might have, but it does indeed feel unpolished. I think something of that has to do with the fact we have like no manual and no complicated campaign maps to learn from.
But one of the things that gets me... and this is a funny one... is you can't do something as simple as "Pick Every Unit in Unit Group and Order Picked Unit to Attack Move to Point." Everything is there... except the command to "Attack Move", and I suspect this was a conscious decision to leave out as this effectively kills nearly every AOS clone in the beta.
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Re: Editor question thread
I believe it'd be left out for that same reason purely for the Beta.RazorclawX wrote:The War3 editor didn't have a manual either. I figured out everything, though, by picking apart the campaign files, and reading about what other people figured out on misc. sites.Maglok wrote: So far I like the potential it might have, but it does indeed feel unpolished. I think something of that has to do with the fact we have like no manual and no complicated campaign maps to learn from.
But one of the things that gets me... and this is a funny one... is you can't do something as simple as "Pick Every Unit in Unit Group and Order Picked Unit to Attack Move to Point." Everything is there... except the command to "Attack Move", and I suspect this was a conscious decision to leave out as this effectively kills nearly every AOS clone in the beta.
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Re: Editor question thread
RazorclawX wrote: But one of the things that gets me... and this is a funny one... is you can't do something as simple as "Pick Every Unit in Unit Group and Order Picked Unit to Attack Move to Point." Everything is there... except the command to "Attack Move", and I suspect this was a conscious decision to leave out as this effectively kills nearly every AOS clone in the beta.
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Re: Editor question thread
Is that the same as Attack Move? If I recall correctly, Attack would just make them move to that location and attack from there? Though the text in the trigger itself sounds like Attack Move.
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Re: Editor question thread
Attack move = Issue attack order to a given point. It will move and egnage in combat anything hostile until it reaches destination.
At least it has been like that always for blizz games.
At least it has been like that always for blizz games.
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Re: Editor question thread
Can you even host custom maps in multiplayer without tricking the game by replacing the map file?Lavarinth wrote: I believe it'd be left out for that same reason purely for the Beta.
- IskatuMesk
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Re: Editor question thread
nopeXenon wrote:Can you even host custom maps in multiplayer without tricking the game by replacing the map file?Lavarinth wrote: I believe it'd be left out for that same reason purely for the Beta.
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Re: Editor question thread
Let's try more detailed: Xenon, you can't host them yet, but they plan to allow it in Beta to test the features of rating and featured maps.IskatuMesk wrote:nopeXenon wrote:Can you even host custom maps in multiplayer without tricking the game by replacing the map file?Lavarinth wrote: I believe it'd be left out for that same reason purely for the Beta.
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Re: Editor question thread
So where's your AOS map?Alevice wrote: (image truncated)
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Re: Editor question thread
Nowhere to be found as I really don't like AoSes much, but thats quite irrelevant to your statement about the lack of Attack Move order. Whats your point?
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