I know it sucks and isn't made for the current WC3 haha. And it's not a matter of them "might" crashing... they invariably crash, I already know this. I am just curious as to a simple way to find the ones that do within a large group of GUI triggers...
I know WEU causes crashes and bugs within a map, which is why it's outdated, and primarily useless... My question to you is, if you have a map that's been corrupted by WEU, is there any way to identify where exactly in your triggers the corrupted trigger is... The ones that other editors say...
Well if you're lucky you could always ask someone to try to make you a low poly modern era soldier for you... But regardless, 100 on the screen at any given time seems like a lot for a war game, maybe that's just me... Especially if the game is actually intended to be a modern warfare like...
For one thing DotA took a lot of stuff from numerous other people and most of it isn't even his own, secondly they just took the basics of DotA and made a GUI template for people to learn from... Where is this map with all of the spells you speak of because I do not recall this being anywhere...
The houses don't have a natural feel to them... Kinda just looks like you put them all together to fill up space... I don't really know what you should do to fix it... Just saying I don't like them all that much.
Houses don't seem very realistically organized and some fences seem really close together leaving a very narrow gap, but generally it looks pretty good.
I see that in a lot of suggested/used triggers nowadays.. I'm curious as to which World Editor is used to acquire this function A, and B, whether or not it's actually a reliable function at all... If anyone could let me know that would be great.
Btw... For your particle acceleration spell, .01 seconds is REALLY short, and somewhat unnecessary... .03, or even .05, would be more efficient, and look exactly the same, just saying... :).
Theres a field in the single spell that says the same thing. Level skip requirement... It's by levels and required levels and what not... And don't triple or double post lol...
Or you could just quote them... copy the quote that it would have you post after hitting quote, and paste it in here so you wouldn't have to bug a mod 0.o.
Multishot Activate
Events
Unit - A unit Is issued an order with no target
Conditions
(Issued order) Equal to (Order(immolation))
(Unit-type of (Triggering unit)) Equal to Blessed Marksman
Actions...
Increase the size of the key a bit... And as for the heal, assuming you do plan on implementing it, just create a tower based off some random unit with an obelisk model, and if this is for only a single player do something like...
Untitled Trigger 001
Events
Unit - A unit comes...
Make it an ancient and make these spells not target ancients 0.o? Or something of that nature. I assume it's intended to be powerful so a lot of spells shouldn't target it anyways. Not to mention I believe there are ways to make certain spells unable to be removed, not that I know what they are :P.
Ok well... To sum it up... It was interesting to say the least. I like puzzle games, great concept... It was RIDICULOUSLY easy though. The presence of a heal makes it terrieasy... My suggestion, is scatter healing locations around the map <single use obelisks? Something like that... Emphasize...
Generally it's because you're using picked unit, which is not maintained after a wait, but the above statement is right. Would work better :P. Problem is if they are paused it won't be the same units, so you might want to add all units within 300 aoe to a unit group, so it remembers the units...
It's... Warcraft... Realistic doesn't exactly make it fun... You're better off balancing it then going for a realistic approach... Regardless of what the movie implies, if their team dominates mine that's just stupid... But no matter HOW balanced your map is, people will complain. It happens, if...