It works fine.
There is ground, glide and air level.
When you set height to unit it fixes it while it moves, depending on its move type.
So you will probably need to set height each tick of the game.
yep, they integrated with facebook.
http://us.blizzard.com/en-us/company/press/pressreleases.html?100505
that doesn't necessary mean it will be REAL :D
you attached the unit (new Roach) to every unit in map? or maybe just a roach actor.
is there anything like that in your triggers? i mean anything that targets every unit on the map?
yea, i guess you are thinking about attaching behaviors to units, but i think "Apply behavior" effect actually applies the behavior actions.
just a logical thought, i am eager to test this :)
i believe we can, just don't know how.
ill try something like this,
Ability -> "Effect - Target"
Effect -> "Apply Behavior"
Behavior -> "Jump"
thing is i get to use editor only on weekends so i can't test it at the moment.
There is an jump behavior.
Its a used by Reaper and Colossus.
Its called "Jump" so you can test it, there are lots of variations you can produce with it. no triggers needed. have fun.
it can be triggered very easily since now you can get Height of Unit and Height of Terrain at any point of the game.
and that's all you need to create a perfect jump spell. can't wait test it. :D
should i create a test map to show how powerful different types of jumps can be? :D
is there a public script of all struct types?
for example i want to edit height of the Unit.
But i want to edit like this "u_player.Height" not SetUnitHeight(u_player,...)
EDIT: just found it, someone posted it in other topic. http://paste.sc2mapster.com/1979/
and to answer my question...
sorry, but waits are 100% accurate in single player (probably in bnet also).
and you can iterate each 1/32 second as long as you have enough CPU.
i tested this code:
Actions
RepeatForever()
actions
Repeat(10000)
actions...