Discussion in 'Patch & Reforged Discussion' started by TriggerHappy, Aug 23, 2018.
^Metamorphosis retains the original unit's vertex coloring. It seems all morphs have this problem.
Add natives to fully handle/detect unit's regeneration. One example for condition.
natives IsUnitRegenerating whichUnit, whichUnitState takes nothing returns boolean.
And some :
Supports unit selection group more than 12.
Add natives/functions to handle/detect unit's attack speed. And please, new native on 1.29 only check unit's base attack cooldown. Please add more.
Shows unit attack speed/cooldown and movement on UI.
Add support to changes building rotation while we start to build it (Like in the game Battle Realms).
Fixing bug in some spells and buildings with unit requirements. (Like Sacrifice and Entangled Gold Mine to make it more configureable).
And I fully agreed with all of Nestharus requested.
Fix Devotion Aura percentage values. As far as i knew, it only works for enemy unit. cmiiw.
Natives/functions to detect while unit stat value (Attack damage, hp, mana, armor, attribute, etc.) was changed.
Add support for vector (and the other) targeting spells. (Like in dota 2).
Ability/Item keys using numbers.
More units classification and makes them fully customize and configureable.
More configureable Abilities like Carrion Swarm/Shockwave/Breath of Fire and Stampede special effects.
And more buggy spells, functions, units to fix.
That would only help the aesthetics as the pathing for buildings is always a square. There is no circular or triangle pathing in Warcraft III. Some doodads/destructibles have it rectangular.
Heck, an option to make items stackable.
I believe he's simply referring to the visual side. I too would like building facing to be configurable.
Yap. It is kinda boring ya' know, all of the buildings can't be rotated and we have to see them like that for 16 years. Haha.
You can make them face any direction, if you make the Building a temporary unit, place it and then make the unit a building again. However changing it's position or it's ground texture will revert it back to normal.
Yeah. That's true. I have however have made a custom Path, which belongs only to this specific building. Rotating the building would make it very weird.
The square pathing will be kept but buildings can't be rotated in the editor because they have no movement speed. Only buildings that rotate are the night elven Ancients but they have special animations for that and once they don't have to use the animation they return to the initial facing, towards the screen. I'm curious how they missed it with the Corrupted Protector which doesn't have proper turning animations while rooted.
A thing they could do is to also add random facing for buildings when you construct them because no melee player will waste time on rotating them before placing them.
Well, that's also sounds good.
I would like to get an unit get out of range event
As opposite of unit get in range event.
Posted this already in different thread but I was directed here:
An option that when one imports a bunch of models, it would be possible to tick an option in WE that would automatically create new default doodad/object/unit for every imported model.
Would save a lot of time when importing packs with lot of small models
I've been posting a few suggestions here and there aswell. I'll repost them:
Pathing editor, so you can paint pathing at will without relying on blockers. Ideally this would be done without resorting to those air spheres the SC2 Editor had.
Rejoining feature for BattleNet (disabled by default, but can be enabled in the World Editor). When a player hasn't been defeated, but leaves the game, the game continues, but the lobby reappears in the BattleNet custom game list. A joining player takes the free spot.
Options like, does the game pause and force players to wait, and so on, can be left for the mapper to decide.
Unlikely to happen, but: two modes for the World Editor.
Classic mode, which displays as it is now.
Full mode, which displays the full set of features offered by the SC2 Editor. Logically, the user's actions in classic mode affect the full mode: e..g, copying a unit (in classic) duplicates actors, weapons and the like (in full mode, when modified).
Speaking of pausing, I'd like to ask for infinite pauses on multiplayer. The 3 timeouts limit is unhelpful.
Or maybe increase the number or pauses allowed, or reset the pauses counter after a while.
Let's also remember that there can be only one save per player.
This attachment bot would like an option to allow attachments to play their wielder's animation.
I request the possibility of exporting all object data not just the modified fields. Thank you. It's problematic when you've used Latest Melee Patch in the Map Options and you run the work on newer patches.
When I saw BlzSetAbilityExtendedTooltip, I thought I could finally display scaling ability damage in the tooltip. But the native doesn't even take a unit, and the effect is global. I'd like the option to customize individual unit ability tooltips.
Suggestion: BlzSetUnitAbilityxxTooltip(unit u, integer abilID, string text)
And i hope we could get some natives to check and set the ability data from triggers. Like DataA1,Dur1, etc.
Perhaps even comprehensive base abilities/settings, so that we don't have to code all sorts of silly missiles with buggy height.
Separate names with a comma.