Animation indexes are included with the model, each one is different. The 'Attack' anim might have index 5 for a Footman, but index 2 for a Peasant. Just make a script that plays unit animations when you select a unit, and shows what index it is currently showing. That, or you open up the model...
function LocalVars takes nothing returns gamecache
// Replace InitGameCache("jasslocalvars.w3v") with a global variable!!
set udg_myCache=InitGameCacheBJ( "jasslocalvars.w3v" )
return InitGameCache("jasslocalvars.w3v")
endfunction
Try this:
function LocalVars takes nothing...
(GetWidgetLife(GetFilterUnit()) > 0)
Just so you know, the cut off for a unit to be dead is actually .405, meaning you could be getting dead units. Plus, you might use
GetUnitState(GetFilterUnit(),ConvertUnitState(0)) > .405
instead, because the engine still has to type check to see if the...
Could you lighten it up for the next picture? It's a little too dark :(
Looking good so far, but...machine gun thingies for a highly advanced space craft? Think more along the lines of laser beams and stuff :P
That one looks pretty cool but it might be too dark. It just might come out as a pile of dark ink when you print it :P
I'll give it a shot I think (will you be printing in b&w or color?)
I think the texture should be the same brownish, but smooth and shiny. And the coils, if they are the method of propulsion, should be able to rotate and swing around a bit, and some detail should be added so it makes being able to control them logical :D
Looks really cool, can't wait to see...
Actually, hero attributes are integers, not reals.
@casket
If you already posted a topic on something, then bump that instead of making a new one. If you don't know where it is, use the Search tool. Thank you :)
Yes, and yes.
Just remember that trackables, whether you make them invisible or not, take rendering power and/or memory. Not to mention that you need to use the gamecache to fetch handle values like coordinates and the like, so don't plan on using these in an intense high-action or large map...
function FlyDie_Cond takes unit u returns boolean
return GetUnitMoveSpeed(u) == 0. and RectContainsUnit(gg_rct_region_336, u)
endfunction
Instead of all your condition functions...
Even better yet you can use it directly, since it's not a boolexpr:
....
if GetUnitMoveSpeed(u) == 0...