Sound good, I could help you if you want :thup:
I can do pretty nice terraining, and I usually have nice ideas, too. I'd be glad to send you some of my terraining screenshots.
I once got the ideas of exporting some file from a MPQ to reduce it size. Import the "new" MPQ to the other comp, then import the extracted files and add them to the MPQ againt, throught, no MPQ program is capable of exporting/importing files inside a MPQ
Just a random suggestion :p
You could also allow users to make projectiles collide on terrains that don't allows Air Units to pass (Air Pathing Blocker, for example). It's easy then destructible, since you could just change trees' pathing to Pathing Blocker (Both), then and place some Pathing...
Thank you guys,even if it don't help me :P
Throught I'm gonna use this
Custom script: if GetLocalPlayer() == Player( GetForLoopIndexA() ) then
Destructible - Hide (Last created destructible)
Custom script: endif
It will hide completly the destructible but that's not a problem. :)...
I didin't help me much :/Isn't what I really want.I want to make trees transparents without making them units just because trees unit have some...disavantages like the minimum/maximum scale for exemple :)
Here an easy way
Spell Damage
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to (==) (Your spell)
Actions
Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing...
Yes but I don't want the worker to be selectable :/
I tried
Builders
Events
Unit - A unit Begins construction
Conditions
(Unit-type of (Triggering unit)) Equal to (==) Menu
Actions
Player - Disable Locust for (Owner of (Triggering unit))
Do...
Now my trigger working,I have heard that Locust don't work with "Unit Group - Pick every unit in ...."
This is the trigger I'm using.It's an invisible unit that build the building and then the workers with locust go finish the construction by using "Repair".The problem is that I'm using...