Update:I have worked out what was wrong and why my Sam couldn't attack. Now don't ask me why, but I must have incorrectly set a value wrong.
Effects -> Laser Blaster (Launch) -> Target: Impact Location - Effect
This was set to "Laser Blaster (Damage)". As I was re-reading the tutorial I noticed...
X-maul: Thanks very much for the (surprisingly quick) response. The tip about checking how Blizzard's done is a good one - find a similar ability/unit/effect and check the values in there. Thanks for that.
I checked the weapons "Weapon: Target Filters" field and it was set to "everything...
First of all I want to thank you for a brilliant tutorial - I was fairly good in the WC3 editor but found that so many things changed in the SC2 that I put it on hold for a bit.
Now I've started trying to get into it and what better place to start than this tutorial about creating "Sam".
I've...
After importing your custom image as loading screen, make sure that you try it in a LAN (or B.net) game. In single player you need to press a key every time, in LAN you can test if you actually need to or not.
I made a tutorial about this, but I had a lot of things wrong. However, you can...
Hey guys, here's an update.
I put it in the "Map Header" and removed the last "InitTrig-lines". Both the map and the "call HeroRandomRoll ()" custom script is accepted by the editor when saved. Read up on that header, and loading that function before any triggers is definately a good idea -...
Ah yeah, that was a mistake in the copy/paste.
The code does state this (as you suggested):
function InitTrig_HeroRandomRoll takes nothing returns nothing
set gg_trg_HeroRandomRoll = CreateTrigger( )
call TriggerAddAction( gg_trg_HeroRandomRoll, function RandomHeroRoll )...
It appears I have yet another problem - Not sure what happened, but the trigger disabled itself with an error.
Here's the complete trigger along with the //error code.
function HeroRandomRoll takes nothing returns nothing
local integer iRand=0
local boolean AddNew=true
local...
You are both absolute stars! Was able to enable the trigger after implementing both suggestions.
I am unable to test if it work as intended, as I'm currently at work Remote Desktop'ing to my home computer. I can use the editor, but can't do anything that requires 3D graphics :)
Rep given...
I think the colour would need to remain unchanged if it was a question of ownership.
Sounds more like a degree of allies though. "Make player BLUE/TEAL treat RED as an ally with shared vision and unit control"?
The question could need some elaboration if you have time OP :)
As many people before me have probably realised, JASS is needed for some things. Being purely GUI myself until now (except for leak removal), I am struggling a bit with my first JASS function.
Usage: Each player gets a hero, and can repick once. When a hero is randomed, selected or repicked...
Updated the first post with link to the newest version, and added a link for the full changelog as well.
Just for easier reference.
I hope you'll give me your oppinion, we need all the help we can get :)
@Lions_Blood: Well that's not very constructive criticism :nuts:
You have 1 post, and decide to use it on my tutorial. I am very flattered :thdown:
@Karawase: I don't use upgrades a lot in my map, only have 18 actually.
They're all upgraded using triggers, so that's perhaps why I didn't...
Usually the walk animation is simply called "walk".
If you, in World Editor, place the desired unit on the map with the Unit Palette, and you should see an animated version of the picked unit, in the left side of the WE. Here you can click the arrows right and left to change animation, and (this...