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Triggered Spells

Creator: payne
Time: Nov 6 2010, 2:45 am

Post #1     payne Nov 6 2010, 2:45 am

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Do we want to cover the spells done via triggers as well, even though it's laggy?
I believe we have to if we want to have a complete wiki... and people that don't want to bother learning to mess with the Data Editor will probably be pleased. :P

Anyways, if we do want this, I'd suggest contacting Qancakes (SC2M) so he comes in here to write a wiki about "How to reproduce Hex'd spells" or "Spells via triggers".
:O

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Post #2     Cardinal Nov 9 2010, 1:08 pm

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Ugh... triggers are ugly...

Everything is possible in the Data edtior, so why not just learn how to do things properly?

Purely my opinion, but triggered-spells and abilities are a step-backwards to the War3 days, with dummy units and all that nonsense.

Why use a work-a-round when the data editor can do pretty much 99.9% of things you can dream of? Not sure that this should be high on our priorities list for the Wiki - unless we really want to cater for that 0.01% of people :)

We should focus more on adding tutorials and a wider range of subjects for the Data Editor.

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Post #3     DevliN Nov 9 2010, 8:11 pm

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Yeah, I say we stick with the Data Editor for now. Trigger spells seem necessary with custom UIs, but not too many people are making maps with custom UIs around here.

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Post #4     Cardinal Nov 9 2010, 8:18 pm

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And even creating a custom UI is a time-consuming effort with few very good results. People who want to create a custom UI know how to do so already and have little need for our WIKI in my op.

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Post #5     payne Nov 9 2010, 8:33 pm

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Quote from Cardinal
And even creating a custom UI is a time-consuming effort with few very good results. People who want to create a custom UI know how to do so already and have little need for our WIKI in my op.
Well, we already have a wiki about custom UIs... :P

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Post #6     Cardinal Nov 9 2010, 8:46 pm

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Well, as soon as someone uses a trigger to Hide Game UI their map loses 80% of it's functionality. Fact.

So until Blizzard pull the finger out and make a 'Hide Game UI' function that only 'Hides' and doesn't 'Disable' - all custom UIs are going to be lacking. The only workaround (as far as I know) is to create modal dialogs OVER the current Game-UI. This works well if you want to put something over the Minimap for example but to completely cover the entire UI is time consuming and generally speaking, not worth it. Unless you have some pretty awesome graphic designers on your team ;) ...

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