If you're saving the map after adding the tiles in the pictured Newgen menu, the changes will actually not be saved. To save the new tiles, you have to exit and restart WE without saving after pressing "Ok". The reason for this is that changes are not applied immediately (only upon restart), so...
Never mind, I figured it out - it's the order of the tiles in your palette that determines which edges appear and which don't. It uses some kind of priority system (firstmost tiles will always be stacked underneath lastmost), and you can rearrange the order of the tiles in Modify Tileset.
Here's the challenge I'm having:
Whenever you combine the Village Rough Dirt with the Ashenvale Grassy Dirt, you're supposed to get an image like this:
http://www.ukimagehost.com/uploads/e409f68c1c.jpg
However, the problem is that on my map, I've been getting images like this...
I don't think so, I did re-download everything just to make sure. I have no idea why this might be happening...:confused:
Yes - even more specifically, only with NewGen 1.5c. I still have 1.5b in a different folder, and it does full-screen testing fine.
Yep, I've been doing everything - toggling those options on and off (with tests in each possible state), restarting the program, restarting my computer, redownloading NewGen.
Well, since I'm terraining/spellmaking right now I'd like to look at everything carefully from the player's perspective to make sure the details are correct. That's a bit easier the larger the image is on my screen. On that note, panning the screen is a lot harder in windowed mode (not to...
This is a minor, but annoying problem - I recently got 1.5c and now it won't ever test map in full screen mode. The Grimoire "Start War3 in -window" is checked off, and I tried with both -opengl and without it. This wasn't a problem for me with 1.5b...Is there any way to get my test maps to full...
One annoying feature of WE I've noticed on multiple computers is that when you zoom out too far, more and more of the screen becomes black until you can't see anything anymore. It's certainly not like that in-game at all, and makes terraining/cinematics very difficult sometimes.
Here's what...
Well, I know it's easy to assign things to switch between cameras, I'd just prefer it to be the scroll bar - that's the most intuitive way for the players.
I'd like to write a trigger where a player who uses the wheel, instead of zooming in like normal, switches between in-game "Camera 1" and "Camera 2"'s. Is there any trick to detecting either the scroll wheel input or the resulting default camera zoom-in?
You're playing an amazing map, and having tons of fun. The map has a clear beginning and end; but unfortunately, there is no way to save your progress and the map keeps going on and on. You want to reach the end, but it's going to take a while longer. How long could you stand to continue playing...
If we had a 5x5 grid of caravans set 400 units apart from each other, that would make a total of 2000 points the trigger handles each run-through. Set to periodically trigger every .2 seconds, that's 10000 points created and handled every second, in addition to the picking every unit action - so...
Let's say there's a spell that creates caravans that channel lightning between them:
As individual caravans move around in different directions and speeds, the lightning channelling between moves with them as well, changing the overall shape of the formation.
The question is...
Hm, that's probably it then - thanks guys. I'm guessing the 20-21 difference in the timer Exide tested is because of the occassional instance when the periodic event activates at both 0.00 seconds and 0.60 seconds for an extra loop.
The two triggers:
test
Events
Player - Player 1 (Red) types a chat message containing 1 as An exact match
Conditions
Actions
Set testint = 0
Trigger - Turn on timer <gen>
Wait 0.60 seconds
Trigger - Turn off timer <gen>
Quest...
OrbShotMovement
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Set testpoint = ((Position of testunit) offset by 256.00 towards 0.00 degrees)
Custom script: call RemoveLocation (udg_testpoint)
Basically, I want to know if...
This seems like it would be a common problem, but my search through other topics didn't lead to a specific solution.
How would one accomplish a basic channel-based spell where you just have it deal X damage, where X is equal to the caster's attack damage?